
4look4rd |
My group and I have dabbled with GURPS and we really like some aspects of it (mostly combat related), but we miss Pathfinder a lot (especially all of the Adventure Paths). So with this in mind I am trying to create a combat system that marries the two based on Ultimate Combat alternative rules and GURPS.
The goal of this system is to make combat more engaging like in GURPS, deadlier, and to increase role play. Note that I am making this system with low level play, low magic, and Core-only in mind.
So here are the core changes:
1. Replace D20 with 3D6
2. Called Shots
3. Piecemeal Armor
4. Active defense rolls
5. Armor and Con as damage reduction
6. Different damages vs Different armor types
7. Optional combat actions
8. Consequences of Damage
1.
I think the D20 is too random, my group likes normal distributions better so we are going to go the 3D6 system instead of D20. If skill checks prove to be problematic we will only use 3D6 for combat related rolls.
2.
Called shots are the standard hits. You must declare where you are attacking before you roll for attack. Modifiers are as described on Ultimate Combat, but they are added to the AC of that specific body part instead of being a penalty to the attack roll.
3.
As described in the Ultimate Combat but with minor modifications. AC is directly converted into Damage Reduction.
4.
Instead of taking 10, players will have to 3D6 to determine their base AC. So a Fighter with 14 Dex will have the following AC if attacked on the Torso.
3D6 + 2 Dex + 2 Torso= 14 (assuming a +10 roll on the 3D6)
5.
Armor will be directly converted into DR, con modifier will also be added to base DR. So a fighter with 16 Con and wearing Hide armor will have base 5DR (3 from Con and 2 from armor). I am still working on how Natural armor will work, I'm thinking in customizing it in a per-monster basis rather than making a general rule.
6.
Different damages affect different armor types differently. Here is a list of how the 3 types of damage affect armors (armor types will be classified by how hard they are):
Slashing= effective vs soft (1/2 DR), normal vs semi-solid (doesn't modify DR), e weak vs solid (X2 DR)
Piercing= very effective vs soft armor (ignores DR), effective vs semi-solid (1/2 DR), very weak vs solid (X3 DR)
Blunt= normal against all armors (doesn't modify DR).
As a base line Cloth counts as soft, Hide is semi-solid, Plate is solid.
7.
Actions that replace your Defense roll (so you lose your 3D6 when you are attacked for one turn)-
Determined Attack: Add your dexterity bonus twice for your attack roll
Strong Attack: add your strength bonus twice for your damage roll (melee only, if weapons doesn't normally allow you to add your str to damage then add it only once)
Double Attack: gain one extra attack
Actions that replace your attack roll-
Aim: Dexterity for your next attack roll (must see opponent).
All out defense: roll for defense twice and take the best result (once).
Cautiousness: add dex twice when attacked (once).
8. Consequences of Damage
If you take 1/2 of your HP in damage in a single body part you get the consequences of a regular called shot as described in Ultimate Combat. If you take more than 1/2 of your HP, you have to do a Fortitude saving throw of 10+ Damage Taken/2, if failed you get the Critical Called Shot condition (do the check every time you take damage there). If you take your full HP in one body part, you automatically get the Critical CS and must save or else get the Debilitating CS condition.
Additionally, if you take more than 2/3 of your HP (regardless of where the damage is dealt) you lose your Dex for AC and your speed is halfed.
When you are at less than 0HP you have to do a fortitude test every turn to remain conscious, you also lose 1HP per turn until stabilized (DC is 10+negative damage). At -Con you have to do a saving throw each turn to remain alive, the DC is 10+negative points away from con.
To keep track of all of this I made a simple HP tracker I still have to add boxes for DR and add a few body parts. (https://www.dropbox.com/s/b9dadicoe30uncf/Wound%20Points.jpg)
Well this is all of the changes I have so far, but I'm planning to revamp archery as well if needed. My group will playtest this next week so until then any feed back is welcomed! I would like to emphasize that the goal of these changes is to make combat more engaging and deadlier. Additionally, I want to make it easier to incapacitate foes instead of just killing them to make fights faster, more tactical, and with extra role playing.