Musings on Replacing Touch Attacks and Touch AC


Homebrew and House Rules


So I was recently inspired by one of SKR's blogs about replacing Touch attacks in his new RPG. It got me thinking about how I am not really a big fan of Touch Attacks or Touch AC. So I began musing a bit on how to replace it for casters and gunslingers.

So I turned to HERO a bit, which has two options for attacking. A physical attack and a mental (or magical) attack. So I got to thinking, maybe that would be a good way to model that.

I was thinking that a spell version of BAB would be useful, using the caster level plus casting stat and comparing it to the creature's AC. At first glance, it doesn't seem unbalancing, though obviously without some mathematical theorycrafting and playtesting, it is difficult to tell. Another idea I had was perhaps BAB + spell level of spell+ casting stat. I think I prefer the former, but I'd love to see what you guys think of both.

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I just read that article. I think a caster level + casting modifier would work. Another alternative is that any touch attack becomes an ability that requires a Reflex save. In a bizarre way, I kind of like that you use Dexterity for ranged touch attacks. Makes me feel like a spell sharpshooter.

I personally houseruled touch attacks out of firearms, but gave Dex to damage as an innate feature to firearms.


On the double BAB: how do you think to rule it? I think a full caster should have a full "magic bab", while a 6th level should have a 3/4 and non caster should have 1/2. But what about 4th level casters like ranger and paladin?
It seems a not so bad idea, anyway.

The bab+spell level seems to give an average full bab on half bab classes, but a cleric could get a 3/4+1/2= 5/4=1.25 bab, while a bard get a 3/4+1/3=13/12~=1.08 bab. A paladin or ranger goes about 1+1/5=1.2 bab. Seems it would be a little over. I don't like that.

Over the top, how do you set the magic ac?


I think with 6th level and 4th level casters, the "caster level + casting stat" still can work since they tend to have less touch attack spell options than the 9th level casters. Of course, I'd have to playtest this to really make sure.


This is interesting. As food for thought I had been considering playing around with a houserule where you'd basically just use the character's saves as their own "ACs".

Armor would use a modified Armor as DR. But you'd basically have you Fort AC, Ref AC, and Wis AC. And they would increase with level sort of like how 4th edition did it. I believe I had simplified it down to Melee attacks target Fort, Ranged attacks target Ref, and "Magic" attacks target Will.

I never had the time to test it/flesh it out. Too many rules already built on the assumption of how AC scales. Like I think power attack would have to become -2/+2 or +3 instead. But I thought it would make an interesting variation to play with sometime in the future.

Verdant Wheel

maybe it's possible to balance some sort of trade-off of higher AC for lower HP without either significantly extending or shortening a 'typical' combat round?


Check how that rule works in Conan d20

Also i was thinking in change all the Attack/Ac system with only let the CMB/CMD mechanics (without armor bonus) and Dex (dodge) and Str (parry) bonus separated from.

Defense 10 +Dex+str mod +shield +misc
Parry 10+str+shield+misc
Dodge 10+dex+misc

Monsters becomes deadly creatures, and all will be a hard battle (who says to fight a Chimera could be fun?)

And let the casters (wiz, arcnist, sorcerer) with 3/4 BAB or 3/4 MAB

That also lets you take the Armor as DR as rule system, and have no problems with.


My biggest problem with AC as DR is that it does nothing for the dexteritous, acrobatic characters. Everyone is easier to hit, and light armor doesn't block much damage. So dex characters need something to make up for the lack of AC.


Ohh!! and what if instead saves we plugged a magic defense with a check rol of every 6 character abilities? :3

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