Fiendish Baboon

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Auxmaulous wrote:

Modified version of 2nd ed action speeds and initiative.

Superior to the "I go - you go" locked initiative system of 3.5. Requires a little more bookkeeping on my part and planning on the players part, but eliminates attacks of opportunity and a bunch of other nonsense plus players are not locked into the initiative step of the first die roll. Makes fighters much better since their declared action changes per round (making the base modifier faster or slower) and has more of a heroic feel when characters decide on expediency vs. a slower normal attack or action action to save a buddy's life. Gives them a feel that at the start of the round they may be able to do do something that gives them a jump and chance to go earlier.
Ex- A fighter sees a buddy going down across a fight with some orcs, at the beginning of the next round instead of swinging at the orc in front of him he decides to pull a dagger and throw it at the orc standing over his friend. Faster action, if he is lucky on his roll he may drop the orc before he finishes off his companion.

I am really interested in this, could someone explain how this works exactly?


Even though I dislike the direction that 4e took, I must say that there are a few things that I wouldn’t mind adding to 3.5

So my question is, is it possible to somehow include the ability to move (Push/Pull) enemies during combat. I feel that this adds a lot to the strategy in combat and makes the players work as a team to succeed.

in addition, The marking system appeals to me, but there is already a thread for that.