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Post by Charon on Aug 22, 2012 0:22:00 GMT -6
I'm trying to create more melee offensive advanced combat options.
What do you think of the following two?
Cleave – before rolling the d20 to attack, you can choose to reduce the ‘attack roll’ by a number equal to or less than your character level. If you still hit, you increase the damage inflicted by the same amount.
Knock Back – take a -4 to your attack roll. If you successfully hit, you knock your opponent back 5’ if he fails a Saving Throw. NB: If you roll a natural 20, you automatically knock your opponent back with no Saving Throw, and you do 1d2-1 damage + any Strength Modifiers.
Thanks
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Post by Ghul on Aug 22, 2012 12:23:51 GMT -6
We actually have a "push" attack in the unarmed combat section, and it functions similarly to what you are looking for in your "knock back".
For your "cleave" idea, I'm not fond of the even swap. I would probably say your "to hit" penalty should outweigh your damage bonus, or I would perhaps add an AC penalty in addition to the "to hit" penalty.
But that's your call, Charon. You are the master of your game.
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Post by Charon on Aug 22, 2012 13:25:47 GMT -6
We actually have a "push" attack in the unarmed combat section, and it functions similarly to what you are looking for in your "knock back". For your "cleave" idea, I'm not fond of the even swap. I would probably say your "to hit" penalty should outweigh your damage bonus, or I would perhaps add an AC penalty in addition to the "to hit" penalty. But that's your call, Charon. You are the master of your game. Yes, I just wanted something for melee weapons, to give them more options. What about having to drop the attacker's AC by 2 points as well? My reason for wanting more melee offesnsive options is because there are only 5, and one of them can only be used in a phalanx - rank arrangement.
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Post by Charon on Nov 8, 2012 15:55:15 GMT -6
Has anyone added more melee advanced option in their game?
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Deleted Member
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Post by Deleted on Nov 8, 2012 16:07:11 GMT -6
I've played in other games with more detailed combat, but not a D&D based on that I can recall.
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Post by Cthulhu Colin on Nov 8, 2012 17:08:58 GMT -6
I'm pondered adding some options to permit the legendary feats attributed to Celts and Vikings (namely catching thrown spears/javelins and throwing two spears at once), but haven't given it any serious thought at all yet.
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Post by Charon on Nov 9, 2012 1:06:07 GMT -6
I just find it odd that melee only gets 5 (depending on circusmtances; 4) melee options out of 21.
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Post by Ghul on Nov 9, 2012 7:59:34 GMT -6
I just find it odd that melee only gets 5 (depending on circusmtances; 4) melee options out of 21. Hi charon. I have to be honest: I never populated the list of advanced actions with "balance" in mind (equal melee to missile). I thought there were a fair amount of melee and missile options represented, and the list went through a number of revisions before the best options (IMO) were presented to the editor. It seems that you are discounting the defensive melee advanced actions and looking specifically at the offensive melee actions, which is fine, but I would argue that a great defensive tactic is just as important as a great offensive tactic. At the top of the thread you came up with a few new ideas for melee attack options -- one that I thought looked pretty good, and one I didn't like so much (unless it was adjusted). I would encourage any referee or player (with referee approval) to expand the list as presented with new tactics. Remember, this portion of the rules is clearly labeled as "optional", so it was never going to comprise a large amount of pages in the manual. Thanks for posting! Cheers, Jeff T.
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Post by Charon on Nov 10, 2012 4:11:31 GMT -6
I just find it odd that melee only gets 5 (depending on circusmtances; 4) melee options out of 21. Hi charon. I have to be honest: I never populated the list of advanced actions with "balance" in mind (equal melee to missile). I thought there were a fair amount of melee and missile options represented, and the list went through a number of revisions before the best options (IMO) were presented to the editor. It seems that you are discounting the defensive melee advanced actions and looking specifically at the offensive melee actions, which is fine, but I would argue that a great defensive tactic is just as important as a great offensive tactic. At the top of the thread you came up with a few new ideas for melee attack options -- one that I thought looked pretty good, and one I didn't like so much (unless it was adjusted). I would encourage any referee or player (with referee approval) to expand the list as presented with new tactics. Remember, this portion of the rules is clearly labeled as "optional", so it was never going to comprise a large amount of pages in the manual. Thanks for posting! Cheers, Jeff T. Thanks for the input. There are 21 options, and the split seems to be 8 defensive, 8 ranged, and 5 offensive. So I only need to think of 3 more offensive. Probably something like, an option for delivering extra damage, enabling an extra attack on an adjacent foe if you fell the first, and, something else. It's nothing glaring, and it's not even a problem, but I'll go with creating another three if it makes combat more exciting. And not just for the sake of it.
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