Creating "fighting styles" in PF - proto-approach.


Advice


Note: This is a re-post from the suggestions/homebrew as it didn't really seem to fit right there, but I've NO idea on how to move a thread or ask for such a thing. So, apologies for the double-post to the mods and community at large for this.

Ok, so ... I'm about to start messing around with the existing combat feats, etc and create at least 4 distinctive "combat styles" for lack of a better term.

It's not polished or anything, but the basics are all there. So ... thoughts and reactions to the premise below are kind of what I'm looking at. This is also taking into account PF's changes to combat styles (where sword and board became major-bad-ass btw).

Ok, so goals/premise:
1) Creation of distinct styles that cover *most* combat options and styles of play, etc.

2) To balance each style *reasonably* against the others options and choices. (ie: some styles WILL be nerfed - sword and board from PF, I'm lookin' DIRECTLY at you!)

3) To have about 4-6 feats deep for each style - more or less. This is not perfect, but more a matter of showing a "progression" in each style so to speak (ie: the more dedicated types to a particular style gain more benefits from said style basically). In some cases, there's VERY little I'm adjusting (ie: TWF - it's ALREADY the most feat-intensive tree/progression/whatever).

Now, that all stated in brief, here's my rough style modifications (NOT codified to feats or any d20-ese specific lingo, mind you).

Sword & Board Style: Primary advantage ==> gaining the AC and cheap enhancement bonuses of the shield. Primarily a good, good defensive option already.
*Adjustment ==> limiting the extra hits to 1 single additional hit PERIOD in any given round. It's NOT a weapon ... it's a shield. PF got this as wrong as possible, IMO, and 3.x laid that groundwork for 'em. Shield should NOT stomp all over the TWFer's territory. Instead, the "boon" rests on AC and other defensive options of the shield itself (ie: actually being able to use the shield as cover even if not a Tower, etc is junk along the lines of feats I'm lookin' at to replace the TWFing combo w/shields). So, you *can* sheild bash, and those feats will still be available, but they will ONLY be allowed 1/round attempts PERIOD! They will also use full str (seriously - back it w/a shoulder rush and planted feet - does anyone really think they *can't* get the benefit of full str behind a shot like that? It's a freakin' quarter-back rush move, man! It's GONNA hurt and knock people on their butts if it hits right - and it SHOULD do exactly that).
**Bottom Line ==> defensive focus with limited and precise offensive capabilities.

2-Wpn Style: Primary advantage ==> greater # of attacks possible at a trade off for hit %. Potential to deliver a good deal of damage vs. non-2wpn types.
*Adjustment ==> lowering dex req's, allowing for same size weapon use of large weapons in both hands, *possibly* losing the Greater and Improved TWF feats given all of the others in the chain and modifying the initial to just grant/allow iteratives w/a second wpn *as normal* following the bab progression of the character. Lower dex is to make it something more accessible to others that want to try the style vs. making it dex-monkey's only. It's more a matter of training than talent, and that should reflect itself in pre-reqs'. Same size weapons *really* is a minor thing that *should* be available as a benefit of advanced training. It was in 2e, and I think it'll work fine being re-introduced in 3.x/pf as well. Dropping 2 feats out of the like 7+ present for twf-ers in PF is kind of nice and makes it have a *little* more even footing w/most other styles. It's my lowest priority change, though.
**Bottom Line ==> making it more accessible and more versatile is the goal here given the CRAZY amount of feats it takes to "master" this style, it's terribly burdened at the moment, IMO.

2-Handed Style: Primary advantage ==> highest damage dealing potential.
*Adjustments ==> adding a few feats for versatility and to try to emulate some advantages of 2-handed use of weapons in general over 1-handed, and adding feats that ENSURE they WILL be the kings of damage-dealing overall (like not making it overly possible to "catch up" in other styles at all). Honestly, with all of the beefing I've seen of the other styles out there, I can't sit by and just let 2-handers get *nothing* for thier investment, yet at the same time there isn't that much that's specifically designed FOR them either. I plan to rectify the feat selections to add variety to them, and then add some more to keep their place as highest damage output as the trade-off for not having that shield up and running.
**Bottom Line ==> 2-handers need some love, too, and they need to keep that HIGHEST DAMAGE potential in general.

1-Wpn Style: Primary advantage ==> this is for the one weapon in one hand style-types. Currently, there is *nothing* at all for this style ... I want there to be something in place to make it a valid choice supported by useful/viable feat choices specifically FOR this sort of a build in character design.
*Adjustments ==> none. I'll be building this from scratch and working/refining from there.
**Bottom Line ==> not really sure yet, BUT my intent is to make it a viable build with worth-while advantages unique to THIS style and not easily emulated through others. I'm looking just about anywhere for inspiration on this, though.

So ... that's about it. Any thoughts on this so far in the "brain storm" stage?

Silver Crusade

Pathfinder Adventure Path Subscriber

Have you seen the APG Fighter archetypes ? They're exactly about that. :)

Liberty's Edge

Or for that matter the new combat styles for the ranger?


Actually, I'm *just* getting to pour over it now. I'm seeing *some* stuff that touches on it, but nothing fully along the lines of where I was going with it. Not in the same way/sense, though.

I'm seeing stuff there to add to my compliation list of "existing junk" though.

One criticism I'd make regarding APG and my "combat styles" is that a lot of the APG stuff is class-specific trade-offs of abilities, where I'm aiming to go "all feats" to make it happen. "all feats" opens up the styles, but the fighter-only paths ... well, they're fighter-only.

(ie: it's not quite what I like in terms of where/how the option presents itself, although in many cases I like the mechanics of what I'm seeing.)


*bump* any other thoughts out there?

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