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2012-10-27, 12:04 AM (ISO 8601)
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Re: Houserule to make melee more mobile
You're making at least two houserules - full attack as standard action and this.
We are talking about Navar's houserule. But what do you think about my houserule:
I like Navar's idea, but personally I use a houserule that allows bonus/extra attacks from feats, spells, class features, etc. to be added to a normal standard action attack. That makes investing into TWF or other feats of that type actually worth it, because they get to be used much more often. It's a quasi-partial full attack.Last edited by Darius Kane; 2012-10-27 at 12:06 AM.
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2012-10-27, 12:08 AM (ISO 8601)
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Re: Houserule to make melee more mobile
No, I am replacing the idea of full attacks on a standard action with gaining the ability to use a special attack as part of a standard action attack. The rule of blasting is that damage should always have some sort of debuffing/controlling rider effect. Apply the same thing to melee and you make it less boring.
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2012-10-27, 12:15 AM (ISO 8601)
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Re: Houserule to make melee more mobile
My mistake, I thought you are suggesting your houserule as a solution to Rejakor's houserule obsoleting standard action attacks.
You didn't comment on my houserule.Last edited by Darius Kane; 2012-10-27 at 12:18 AM.
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2012-10-27, 03:08 AM (ISO 8601)
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2012-10-27, 03:42 AM (ISO 8601)
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- Sep 2012
Re: Houserule to make melee more mobile
Trip, Disarm and Sunder can be used in a full attack instead of the attacks. So Full Attack as standard action is still the better option.
Concerning Grapple, Bull Rush or Overrun... you would have to go into more details about how that would work, Tvtyrant, because I'm not seeing it.Last edited by Darius Kane; 2012-10-27 at 03:43 AM.
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2012-10-27, 03:12 PM (ISO 8601)
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Re: Houserule to make melee more mobile
Instead of attacks, yes. But this is an additional ability, not a replacement one. And I would make it work as follows:
Overall: You do not make separate roles for the special ability and the attack; you instead use your attack role as the role for your special ability check (you roll a D20 to hit, and your D20 role is used again for your opposed check. Saves time.) You still roll damage as normal.
Bullrush or Overrun: You move and make the attack; however much movement you have remaining is used to fulfill the Bullrush or Overrun. If you move your full movement and have none remaining, the bullrush simply moves the enemy back one square if they fail their check. If you do not have move remaining and you use Overrun, on a successful Overrun you shove the enemy prone and move into their square.
If you have enough move, you can push the enemy back as far as you have move left on the Bullrush, or you can move over them and move as far as your remaining move on the Overrun.
Grapple: You hit the opponent with your attack, and then you make an opposed grapple check (no need to make the touch attack to initiate, since you already did that with the hit). If you succeed the opponent is grappled, which forces it to use its own standard action to attempt to get free the following turn.
Trip: You attack. On a hit you make an opposed trip attempt, and on a success the opponent is knocked prone. If you have improved trip you get an additional attack as well.
Disarm: You hit the opponent (fluffed as in the arm or hand), and then make the disarm attempt. I would also add in an AoO against someone picking up their weapon.
Sunder: You hit the enemy, then make a lightning fast attack to hit their weapon. Opposed roles and all that.
Entangle: Hit with a rope or chain weapon (lasso, whip, spiked chain, etc). Make an opposed check (BaB or Use Rope vs. opponents BaB) and if successful the opponent is entangled. You lose your weapon afterwords.
If you wanted to go further, put some status ailments like stun and daze in there as special attacks.
personally I use a houserule that allows bonus/extra attacks from feats, spells, class features, etc. to be added to a normal standard action attack. That makes investing into TWF or other feats of that type actually worth it, because they get to be used much more often. It's a quasi-partial full attack.
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2012-10-27, 04:09 PM (ISO 8601)
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Re: Houserule to make melee more mobile
okay EXAMPLE A:
Houserule 1: Everytime a character casts a spell you need to say a Verbal component (if it has one) that includes the letters of spell name and the school.
This has to be made on the spot in 20 seconds if it is a Tuesday, 30 on a Monday, 10 on any other day. If it is a full moon then you can Square the day of the month and add it to the amount of time.
EXAMPLE B:
Houserule 1: Rogue sneak attack is gained at every level
Houserule 2: Every Fighter gets sneak attack on non-feat levels.
Obviously these examples are ridiculous and silly, but they prove my point.
Making full attacks standard, and single attacks combined with a maneuver is simpler than your deal.Dascarletm, Spinner of Rudiplorked Tales, and Purveyor of PunsThanks to Artman77 for the avatar!
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2012-10-28, 01:37 AM (ISO 8601)
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Re: Houserule to make melee more mobile
Forcing melee, in any fight that doesn't involve multiple rounds of hammering on a foe from point blank range (and for most enemies, unless you are a sword and board AC focused fighter, that will actually kill you), to only get full attacks occasionally was a stupid idea in the first place.
Spellcasters, and to a lesser extent rogues, get damage that scales with their level per attack.
Fighters etc do not. They rely on multiple attacks in order to do damage appropriate for their level (except, y'know, uberchargers, but that is one specific build and not suitable for all levels of op). Removing their capacity to be able to do that unless the DM sets up fights where the enemies run headfirst onto the fighter's sword so the fighter can full attack them.. was a dumb idea.
Here's the easy fix for that idea; Full Attacks are Standard Actions.
People like this fix because; It makes fighters that aren't very specific combinations of classes and feats more viable in campaigns and combats not specifically designed for them i.e. it takes workload off the DM.
It preserves charge; There is still a reason to charge, i.e. if the enemy is more than one move action away, but still within the range of 2 move actions in a straight line. This can come up in lots of ways tactically and thematically, from chase scenes to getting into combat faster.
People don't like this fix because; They think it will make fighters overpowered; This is provably mathematically wrong. Melee full BAB classes are the weakest archetype in the game by a long shot. And this doesn't even push them up to parity. I can run the math for you if you want.
It removes the benefit for standing in one place attacking; I personally don't really see the point of this benefit as I like mobile combats. But you could very easily fix this by having standing still and then attacking provide you with an extra attack, or perhaps +4 AC (or just the normal benefit of not getting AoO'd by foes, which is, y'know, STILL a reason not to take a Move action when you can just 5' step)
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2012-10-28, 01:40 AM (ISO 8601)
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Re: Houserule to make melee more mobile
TWF needs the boost compared to THF or even sword and board, especially for anyone that isn't a rogue (and melee rogues suck compared to thrower or archery rogues for this exact reason, so don't try the 'OH BUT ROGUES WILL BE OVERPOWERED' argument), to the point where i've collapsed the entire TWF feat chain down into a single feat and only one person in 5 games actually took it (he was a rogue).
I had to write more feats for TWF, including adding dex to damage and giving free counterattacks (robilar's gambitesque) and disarms to TWF and all this other stuff contained in like, a feat, before anyone even tried it. And then they sucked and I had to make it even better because their character couldn't really contribute to the party and it was my fault.
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2012-10-28, 01:52 AM (ISO 8601)
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Re: Houserule to make melee more mobile
People don't like this fix because; They think it will make fighters overpowered;
It removes the benefit for standing in one place attacking; I personally don't really see the point of this benefit as I like mobile combats.
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2012-10-28, 02:47 AM (ISO 8601)
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Re: Houserule to make melee more mobile
Projects: Homebrew, Gentlemen's Agreement, DMPCs, Forbidden Knowledge safety, and Top Ten Worst. Also, Quotes and RACSD are good.
Anyone knows blue is for sarcas'ing in · "Take 10 SAN damage from Dark Orchid" · Use of gray may indicate nitpicking · Green is sincerity
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2012-10-28, 02:57 AM (ISO 8601)
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Re: Houserule to make melee more mobile
Being any more specific than "I've seen it before" is likely to run into the rule against bringing baggage from other threads in.Last edited by Darius Kane; 2012-10-28 at 03:00 AM.
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2012-10-28, 03:16 AM (ISO 8601)
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Re: Houserule to make melee more mobile
Projects: Homebrew, Gentlemen's Agreement, DMPCs, Forbidden Knowledge safety, and Top Ten Worst. Also, Quotes and RACSD are good.
Anyone knows blue is for sarcas'ing in · "Take 10 SAN damage from Dark Orchid" · Use of gray may indicate nitpicking · Green is sincerity
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2012-10-28, 03:21 AM (ISO 8601)
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2012-10-28, 08:13 AM (ISO 8601)
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Re: Houserule to make melee more mobile
At no point did I ever say most people think it is overpowered. I said 'people', which does not mean all, most, or any specific amount of people - it just means 'more than one'.
I also don't need to cite for things that are common knowledge. If you ask any person who has spent any amount of time on roleplaying forums (such as this one), you'll find that they have personal experience of many threads where people have objected, violently and at great length, to any houserule, supplement, build or ideology that gives fighters anything worthwhile. These are also typically the same people who think that Fireball is the strongest spell in core, and that wizards are weak because they can only fireball 'so many times per day'.
These people, and others less vehement but who assume that the first group has some kind of point (hint: they do not), are the reason 'Fighters Don't Get Nice Things', and view anything other than a Weapon Focus fighter as cheating and 'munchkinry', and view any houserule to increase fighter ability as the same.
As for your other complaint, considering that you intentionally misquoted it without the part where I said it was what I prefer, and your complaint was that I didn't state it was a preference... well. That's just dishonest, and a strawman, so i'm not going to respond to it.
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2012-10-28, 09:03 AM (ISO 8601)
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- Sep 2012
Re: Houserule to make melee more mobile
At no point did I ever say most people think it is overpowered. I said 'people', which does not mean all, most, or any specific amount of people - it just means 'more than one'.
I also don't need to cite for things that are common knowledge. If you ask any person who has spent any amount of time on roleplaying forums (such as this one), you'll find that they have personal experience of many threads where people have objected, violently and at great length, to any houserule, supplement, build or ideology that gives fighters anything worthwhile. These are also typically the same people who think that Fireball is the strongest spell in core, and that wizards are weak because they can only fireball 'so many times per day'.
These people, and others less vehement but who assume that the first group has some kind of point (hint: they do not), are the reason 'Fighters Don't Get Nice Things', and view anything other than a Weapon Focus fighter as cheating and 'munchkinry', and view any houserule to increase fighter ability as the same.
As for your other complaint, considering that you intentionally misquoted it without the part where I said it was what I prefer, and your complaint was that I didn't state it was a preference... well. That's just dishonest, and a strawman, so i'm not going to respond to it.Last edited by Roland St. Jude; 2012-11-04 at 03:55 PM.
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2012-10-28, 09:13 AM (ISO 8601)
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Re: Houserule to make melee more mobile
{Scrub the post, scrub the quote}
Originally Posted by Darius Kaneper·son·al/ˈpərsənəl/
Adjective:
Of, affecting, or belonging to a particular person rather than to anyone else.pre·fer
[pri-fur] Show IPA
verb (used with object), pre·ferred, pre·fer·ring.
1.
to set or hold before or above other persons or things in estimation; like better; choose rather than: to prefer beef to chicken.
Dishonest is perhaps a bit of a strong word - if you didn't mean it that way, or are ESL and don't understand the finer shades of the english language, i'll gladly rescind it - but as written it's simply a way of implying an opponent said something that they did not and then attacking it - or, a 'strawman argument'.Last edited by Roland St. Jude; 2012-11-04 at 03:57 PM.
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2012-10-28, 09:34 AM (ISO 8601)
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- Sep 2012
Re: Houserule to make melee more mobile
It wasn't a "strawman argument". I was fully aware that you're stating your personal preference. I acknowledged it and just added that other people can have other preferences. Maybe I was stating the obvious. Sue me.
I do not appreciate that apparently you're taking me for an idiot. I know what "personal" means. You do not have to quote multiple definitions.
Your idea is to make full attacks standard actions. My problem is that it will almost obsolete single attacks. You might not care. I do, as might other people. Your solution is to make more houserules or homebrewed abilities to make single attacks worthwhile. Sure, we can do that, but then we're right back to my earlier point - one houserule vs. multiple houserules/homebrew.
I don't really feel the need to spend my time doing research for you.
{Scrub the post, scrub the quote}Last edited by Roland St. Jude; 2012-11-04 at 03:58 PM.
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2012-10-28, 10:05 AM (ISO 8601)
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Re: Houserule to make melee more mobile
If you're houseruling away AoOs in your game, then changing full attacks to standard actions does do away with full round attacks.
Otherwise, they remain, as if you are within reach to full attack someone, then you're next to someone (or have spent feats/spells to have more reach than enemies), and if you move, they can AoO you. So the point of full attacking is then to not get AoOed.
Otherwise, I suggested easy simple houserules to make full round full attacks better than standard action full attacks (+AC, +1 attack, whatever).
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2012-10-28, 10:36 AM (ISO 8601)
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- Sep 2012
Re: Houserule to make melee more mobile
I admit that AoOs slipped my mind, but even then the problem remains. Because unless you build your character for AoOs or for some reason most of your enemies are constantly provoking, making a full attack will be superior to making a single attack. And I know, you suggested, more than once, to make houserules for single attacks (or full round full attacks). But that's the thing - for your houserule to work properly we have to make even more houserules. Personally I prefer to make one houserule that works on its own and doesn't require add-ons.
Last edited by Darius Kane; 2012-10-28 at 10:37 AM.
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2012-10-28, 01:22 PM (ISO 8601)
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Re: Houserule to make melee more mobile
Dascarletm, Spinner of Rudiplorked Tales, and Purveyor of PunsThanks to Artman77 for the avatar!
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2012-10-28, 01:35 PM (ISO 8601)
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2012-10-28, 01:37 PM (ISO 8601)
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Re: Houserule to make melee more mobile
No.
Doing my tax return is more work than working out how much money it takes me to catch a bus, a ferry, another bus, and also buy lunch.
Two simple things are not automatically more complex than one complex thing.
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2012-10-28, 01:44 PM (ISO 8601)
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- Sep 2012
Re: Houserule to make melee more mobile
But it's not two simple things. You have to add multiple houserules to your houserule for it to work properly. That is more work.
And BTW, my houserule isn't very complex. So it's more like "Simple houserule vs. Simple houserule + more houserules".
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2012-10-28, 02:56 PM (ISO 8601)
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Re: Houserule to make melee more mobile
I don't think anyone has agreed that your houserule would be simple so far.
In play, stuff that requires you to look things up and has multiple, table-like conditions is far more likely to be annoying than something that changes a mechanic once in an easily understandable way.
'You can full attack as a standard action, but if you spend a full-round action to do it instead you get one extra attack at your highest BAB.' - is a single sentence of rule text, is simple, uses existing terminology, does not require math, and is logical (you can full attack as a standard, or /better full attack/ as a full round).
Your rule is more fiddly than this admittedly simple fix.
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2012-10-28, 03:44 PM (ISO 8601)
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Re: Houserule to make melee more mobile
What part about my houserule is hard to understand?
Last edited by Darius Kane; 2012-10-28 at 03:44 PM.
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2012-10-28, 04:01 PM (ISO 8601)
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Re: Houserule to make melee more mobile
comprehension is not the issue. Unless I want to memorize that table, I'll need to look up everything when I want to use it.
On the other hand 2 simple changes that I now know even when looking at it once is much easier to implement. Yours could be a "better" or more desirable fix in terms of gameplay, but in terms of simplicity versus complexity yours is more complex.Dascarletm, Spinner of Rudiplorked Tales, and Purveyor of PunsThanks to Artman77 for the avatar!
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2012-10-28, 09:37 PM (ISO 8601)
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2012-10-29, 03:24 AM (ISO 8601)
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2012-10-29, 03:54 AM (ISO 8601)
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Re: Houserule to make melee more mobile
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