SqueeG / awesomeTome

A compilation of Gaming Den DnD 3.X changes. Started by Frank and K.
http://squeeg.github.io/awesomeTome
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The Combat Chapter #24

Open ExplosiveRunes opened 11 years ago

ExplosiveRunes commented 11 years ago

The integrated Tome/Srd combat section is probably usable in its current state with a little formatting, but do we want to spruce it up a bit? I'm talking updating the language but leaving the mechanics functionally the same in most cases. For example, standard attacks, full attacks, natural weapons, two weapon fighting, and multiweapon fighting could be made to read much more easily. Right now it's pretty confusing if you want to know how many attacks with what your four-armed monk gets.

Also, turn undead, why is it here? If you want something to reference for class features, shouldn't it be generalized?

Etc. I'm asking because I've written some such things up previously, and if there is interest in doing it I could type it up for review.

Tarkisflux commented 11 years ago

Turn undead was traditionally in the combat chapter, but it could be moved to the class chapter in a sidebar like familiars. I'm tempted to errata it as well so it's useful for more than zombie hordes, and there's a couple of revisions we could steal for it.

And I do want to clean up the language and tone a bit otherwise. Not sure what you're proposing with respect to attacks though, I'd need to see something. I tried to clean out up myself a while ago, but it deviates a bit from current mechanics.

ExplosiveRunes commented 11 years ago

As for as attacking goes, here's what I'd do.

As for Turn Undead I'd want to change the mechanic to be something that doesn't require you to look at two tables. Maybe just force every undead around you to make a Will save. Will saves already scale. Higher CR undead have higher will saves. Intelligent undead typically have higher will saves. You could also just make it a generic thing not specific to undead, and just have each class feature note what it allows them to turn or rebuke.

Edit: I should note that the multiweapon fighting does not produce the same modifiers as two-weapon fighting. I don't think this even matters, I've never even heard of someone two-weapon fighting with the 'normal' penalties of -6/-10 because it's a terrible deal. The 'normal' penalties under this version are -6/-8 (-6/-6 with the off hand being light) this seems more reasonable, but I don't even see that as being a good deal.

Tarkisflux commented 11 years ago

On Turn - saves scale, but are a serious departure from the current setup where all of the zombies go (subject to turn damage roll) or none go. You could replace the turning check with a turning EL check, and then that much EL worth of undead go away starting with low level things. That scales just as well and retains the "low level chaff goes first" feel of the existing mechanic. Needs detailing for turn resistance and a decision about potential additional resource costs to cover the awesomeness of turning multiple demiliches.

On multi-weapon - I like the idea of merging two-weapon and multi-weapon rules together, but that last part doesn't seem like the way to do it. Tome gives two-weapon at a 0 penalty with feat, and you're suggesting replacing that with a basically crippling penalty. Did you want to kill TWF as a style or something?

If I were going to redo iterative attacks, I think I'd go with the following:

That gives you MWFs with the same penalties as TWFs to start, charges 4 armed people a lot more feats than the TWF guys to run around with quad-shortswords and quad SA damage, and answers the question of how many attacks a four-armed monk gets out of the box (answer: 1 without feats). Similarly, this allows people to walk around with a weapon on every limb without getting attacks for all of them like the 4-armed monk would, and I really like both of those things. It does make multiple MWF feats a bit of a downer though, and we might want to write a couple of slightly different ones for people who wanted to go the whole Shiva route. Multi-attack monsters (that feat could use a better name) also get largely the same results, though early multi-attack creatures lose a few bonuses in the translation (and I don't think I care).

ExplosiveRunes commented 11 years ago

Penalties: It's actually the tome TWF feat that reduces the penalties to nothing, while the rules for TWF are actually exactly the same between Tome and 3.5. You'd just reword the TRD TWF feat to say that it reduces penalties by 6 and achieve the same effect of "No penalty for two-weapon fighting"

Everyone Has a Slam: I wouldn't necessarily call it a slam attack, but redefining unarmed strike to be a natural weapon has merit.

Natural Weapons as Part of Iterative Attacks: Here's where it gets tricky. Your method produces a simple and functioning MWF system, but it does diverge to a greater extent from 3.5 in a few ways.

If I have misunderstood, let me know.

SqueeG commented 11 years ago

Has anyon else in the community ever tried to tackle this? Do any of you remember a TGD thread about this? ...that could help a lot if it exists.

Tarkisflux commented 11 years ago

I missed that the listed penalties were "without TWF feat" penalties, and that resolves my largest concerns about the rules / terminology updates. So I'll nitpick a couple of other things before moving on:


Looking back over my rambling I think I worded a few things poorly. Using the slam is supposed to take up one of your other attacks but not happen more than once per round. So you could longsword and headbutt someone with your +6/+1, but you couldn't sword/sword/headbutt them. The natural weapon restriction is there to push bite/claw/claw/wing/tail routines, since iteratives otherwise allow repetition of the best attack mode.

The monk is not getting shafted there, but I'd still want to redefine the monk's attack to not be a slam anyway. It's a non-natural natural weapon and that exception seems like it just deserves it's own type to avoid term confusion.

Anyway, the idea behind the approach is that the number of arms or weapons (natural or manufactured) you have is not as important as the number of openings you could expect to generate in a round of combat. And it made sense to base those openings on BAB initially, and allow expansion of then with feats. 4 armed guy are cool, but I don't want them to have to be powerful races to balance out their ridiculous SA damage increase over a 2 armed guy. Feats cover the opportunity costs of utilizing those sorts of things though, and so attacks were capped pretty strongly.

Yeah, it changes attack routines quite a bit, but the multi-attack update was there bring them back into line a bit. You can bite/claw/claw on a CR1 creature, they just take multi-attack and get to do those attacks with -5s instead of -2s. (until they have higher BABs anyway). The marilith is an outlier though, and I don't know what I'd do with that one off hand.


@SqueeG no one on the Den has dealt with handedness, but we could put something up there for feedback certainly.

Surgo has a version of Turn like the one I'd prefer, but I don't think it goes far enough. Other turn revisions on the Den are similar to PF's channel energy, which I'm not opposed to but not enthused by either.

ExplosiveRunes commented 11 years ago

Alright, I've refrained from making another comment until I had some time to think it out. But first I'll answer your questions from before.

Why No Natural Weapons as Part of MWF: Because they never were. If you were to TWF or MWF in 3e/3.5/Tome, it had no bearing on how many natural weapons you attacked with on a Full Attack (aside from claws being used instead as hands, of course). You always got to attack with each of your natural weapons in addition to whatever normal attacks you made, or got to make a single attack with one weapon as a standard attack. So a Full-Attacking Thri-Kreen with two longswords (in two of its claws), claws, and a bite would make whatever attacks/iterative attacks it was eligible for with its swords, and then get to make one additional attack with each natural weapon it had completely separate from the iterative attacks.

Penalty Examples: Assuming all the off-hand weapons are light, here's the breakdown (And the penalties with the MWF feat). Keep in mind that iterative attack routines are at a further -5.

Now, here's how I've changed my mind on this.

Natural Weapons As Part of Multiweapon Fighting: Natural attacks can still only be used once each during a full attack, however, now you can do this as part of standard MWF. You can use as many natural weapons and as many normal weapons as you can wield as part of the same attack routine when MWFing (if you want). If you have iterative attacks, you can also spread out your one use of each natural weapon between different attack routines. However, when calculating penalties for the number of weapons you are wielding, only count each type of natural weapon you are using once. That is to say 4 claws (or two bites, or 1358 tentacles), while being four separate natural weapons, only count as one when MWFing. If you attack with only natural weapons during a full attack, you don't have to count one of your primary natural weapons when determining and applying penalties.

Two things to note:

Concerns: I know multiweapon fighting was complicated before, is this more complicated or more confusing? Also, under this set of rules, do secondary natural weapons still incur a -5 penalty, or do they just have an effect when MWFing.

I'd like to hear your thoughts.

Tarkisflux commented 11 years ago

The natural attacks question was just to make sure that you still got them on a full attack, since your language didn't make that clear. Sorry for the confusion, but thanks for the clarification.

This is probably more complicated and confusing than the original version for natural weapons. Most of that comes from the counting and the single exemption for attacking with only natural weapons. That might be remedied by treating all natural weapons as a single weapon for the purposes of determining additional penalties (so you get all of your natural attacks with only -2 more), or treating them as two weapons when attacking with only natural weapons (-6 all around) but 1 attack at no penalty. You didn't mention the multi-attack monster feat, but it doesn't seem like a great fit in a game with scaling feat anyway.

For manufactured weapons it's less confusing, but seems likely to cause very different attack values for many-weaponed creatures (like the Marilith, who suffers -8s with her 6 weapons with the feat, and isn't worth doing in that way anymore), which may also be confusing but doesn't bother me so much. Additional feats to reduce quad-wielding or even oct-wielding penalties might be worthwhile, but probably hard to do in a scaling fashion (though a damage MWF, a status MWF, and a defensive MWF that stacked together to give you oct-wielding and a pile of other abilities might work out).