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Post by Naelwyn on Jul 28, 2011 20:13:20 GMT -5
If there are going to be 3+ people in melee with sneak attack, I feel distracting shot would be simply superfluous.
I shall provide high-ranged supporting fire. (Though frankly I am having trouble figuring out how to get my damage/shot higher than 10.)
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Post by Nygil, Nickolie on Jul 29, 2011 4:24:04 GMT -5
Arhino... anyone you do not flank will likely murder you on the same note.
Thinking of adding a 'Facing System' to this game. All people gain a 'facing' of the three square's in front of them, any foe in this cone effect takes a -2 to hit the target. Then the square on either side of that cone is their 'normal' range, lastly the cone of three behind them is their 'back' and all attacks made from the back are 'flanking' attacks.
This means back to back fighting is better, and a rogue can 'stand alone', but mostly it adds to the tactical aspect of placement.
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Post by Naelwyn on Jul 29, 2011 12:50:12 GMT -5
By default, D&D actually does have a facing system.
It's just assumed that a character can change their facing as a [free action, not on their turn (Like Talking), with a limit of once a round, so long as they are aware of the target.]
so that in order to flank someone, you must force them into a suboptimal facing by surrounding them. (Meaning they must put two people on the sides.)
Thus, I think the suggested facing thing is essentially spot on, and I'd like to make some minor suggestions/additions.
1) You may change facing any number of times during your turn. 2) You may change facing once per round outside of your turn as a free reaction, so long as you are aware of your attacker. 3) Two attackers that create a line through an opponent get a flanking bonus. Only the flankers not in the 'front' section gain the bonus. 4) An attack from behind catches the person flat-footed unless they make a spot/listen check with DC = the attack roll.
Reasonings:
1) Pretty Simple. Changing Orientation shouldn't be a problem on the main turn.
2) I think is necessary to prevent high-movement speed characters from hitting the back of every single target they fight without a challenge, by themselves. Now to do this you need to use teamwork and flanking or tricks like Bluff, Tumble or the Spring Attack line
3) A flanked character has two options for facing. i) Two characters on the sides. Both get the flanking bonus, but the character is not at risk of attacks from behind. ii) One character behind, one in front. The character in the front has the full attention, and does not get a bonus, but the defender is at risk from the character behind.
4) Due to the increased difficulty of backstabs from 2), there should be a higher reward for attacking from behind.
[Hey, whatdayaknow, another use of a chopped up part of the FFT ruleset I was working on.]
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Post by arhino on Jul 29, 2011 13:51:40 GMT -5
keep in mind were already making combat significantly more complicated by using called shots. I think the simpler the flanking rules the better, personally.
If we are going to be using facing, then it should be as quick and easy as possible. Having to roll a skill check every time a character is attacked from behind will drag out the combat.
I think simple modifiers would be better, but I suggest that a targets front AC should be their "normal" AC since that is the one that will be targeted the most often. Give attacks to the sides and back bonuses to hit in order to keep things tactical. Personally I find bonuses easier to keep track of than penalties anyway.
As for flanking, I think its fine the way it is, but I'm not going to make a fuss if Nygil wants to change it.
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Post by Apples on Jul 29, 2011 16:12:00 GMT -5
I keep it plenty simple, as long as I have a stick I have immunity to flanking.
Still trying to work out how the +1/2 level to AC (and also dodge bonuses, I have dodge and mobility at level 4, combat expertise at level 6) interacts with the called shot ACs called shots.
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Post by Naelwyn on Jul 29, 2011 16:19:42 GMT -5
If an enemy is within 200ft of me, I've done something wrong.
Facing is reaal simple.
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Post by Apples on Jul 29, 2011 20:42:12 GMT -5
no set date or anything. Have to work out timing after people find out when classes are. Guaranteed 6-9 class wednesday, 7-9 class tuesday that can likely be moved to monday, plenty of 830 in the morning classes Schedules come out on August 8th or something but those class times are unavoidable from what I've seen on Maccess.
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Post by liam on Jul 31, 2011 1:13:45 GMT -5
There are things called "Teamwork Benefits" in Heroes of Battle (p115) and PHB2 (p157). They're designed for groups that have traveled or drilled together for a long time, and gotten very good at co-operating. The number of benefits a given team can have is based on their character level, which I think is Lowest HD among the group, rounded up. There's a set of prerequisites for one member designated the "leader", and a less restrictive set for every other member. One of the ones in the PHB2, for instance, involves one person calling shots for a bunch of archers, who use them for indirect volley fire. What are your opinion of those? I could post a list and a summary, if you'd like, I think that's within Fair Use. WotC Article introducing the concept.: www.wizards.com/default.asp?x=dnd/iw/20050505b&page=1
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Post by Nygil, Nickolie on Aug 4, 2011 15:14:47 GMT -5
Simple Facing system. +2 ac to your front, -2 ac to your back, no modifiers for your sides. You can not change your facing unless there is a trigger event like being back attacked, or seeing an enemy coming..... but you can only change facing by one square. .... this will make sense, be easy and fulfil my need for a facing system.
teamwork stuff..... hm............. likely fine ya.
Also a warning now I will not have more than 6 PC, if we get to many i will pick who gets to be a part of this based on the timing of getting together primarily.
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Post by Nygil, Nickolie on Aug 4, 2011 16:42:10 GMT -5
Caste all pc's will be born in to one of three wide ranged castes. Peasant, merchant, or noble.... this does not effect wealth... as you earned your own money over your life.... this is a marker for how you were raised and how people see you.
Peasant: You are granted the Endurance feat from a hard life, as well as a +1 bonus on the Profession of your choice... as you grew up working towards some job.
Merchant: Due to always being taught how to talk, and deal you gain the Negotiator feat and get a +1 bonus on all appraise checks.
Noble: Having grown up in a softer life you had the chance to learn much more than others did, you gain the Skill Focus (knowledge of your choice) feat, and a +1 bonus on gather information checks.
ALSO! each PC chooses either 'city slicker' or 'farm boy' and gains the below based on which.
City slickers, having been raised close to people in the 'press of things' have a few skills that others may not. Disguise, Forgery, Gather Information, and Knowledge (local) are always class skills for you.
Farm boys, those raised outside of the cities gain a different set of skills however. Knowledge (Nature), Climb, Swim, and Handle Animal are always class skills.
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Post by Naelwyn on Aug 4, 2011 18:11:02 GMT -5
I imagine living off the land from one's teenage years is closest approximated by Peasant/Farm Boy. Since Profession doesn't make sense for Hawkeye, could it be substituted for Survival?
(Since, as opposed to working for a living, he generally lives as a hunter/gatherer.)
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Post by Apples on Aug 4, 2011 21:27:34 GMT -5
City slicker/Peasant looks like the most appropriate here.
Having trouble picking out a trait for 'overconfident', taking Passionate until further notice.
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Post by arhino on Aug 4, 2011 22:47:43 GMT -5
Peasant and city slicker for me as well.
How many people do we have involved with this? I know that Naelwyn and Apples are in for sure, who else is?
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Post by Nygil, Nickolie on Aug 4, 2011 23:31:12 GMT -5
just you three for sure, though liam and gio have spoken up as well.... there may have been others i am forgetting about.
Also no subbing. jesse, take profession leather working, or fletching.
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Post by Nygil, Nickolie on Aug 4, 2011 23:45:46 GMT -5
first post updated
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