BM |
After some playtesting HERE, I noticed several problems with CMB. Not the concept but rather the numbers involved.
The problems with CMB are:
1)The base DC is set too high and causes a multitude of problems. Simply put, at 15+CMB, all one needs to do to become nearly undefeatible in Combat Maneuvers is get a +5 advantage in CMB. With a +5 Advantage, anyone attempting a Combat Maneuver against you needs 20 to succeed where you have a 50/50 chance to succeed with any combat maneuver against them. It makes having small bonuses to CMB matter too much and its to easy to get a +5 bonus and be near invincible when it comes to CMB. Particularly in Defense, due to 2).
2)There is a imbalance in the Improved Combat Maneuver feats (Improved Grapple, Improved Sunder, etc) vs Defensive Combat Training feat. Defensive Combat Training gives you a +4 to ALL Combat Maneuvers against you, where the the Improved Combat Maneuver Feats only give you a +2 on a SINGLE type of combat combat Maneuver when YOU attempt said combat maneuver. The feat that has a broader use, or at least more chances to be used has a greater bonus then a group of feats that have a far more narrow use. And with Defensive Combat Training, you can take it to get a +4 bonus, 80% of that +5 advantage needed to be invincible against Combat Maneuvers performed against you.
Fixes:
Fix for 1) I highly advise changing the DC to 10+CMB. It makes becoming invincible much harder as you need a 10+ advantage before become invincible. Further, Small numbers matter less, as the d20 roll counts more, and lastly, it puts the Combat Maneuvers on the same familiar 10+Mods like those for AC and Spell DCs. It also makes Defensive Combat Training less powerful.
Fix for 2) Make the Improved Combat Maneuver feats give a +4 bonus instead of the +2 they do now. They at least need to have a bonus equal to Defensive Combat Training so that there is a way to cancel out Defensive Combat Training's Bonus and put you on equal grounds. I would even argue that there is a case that could be made that Defensive Combat Training should be a +2 and the Improved Combat Maneuver Feats should be a +4 based on the grounds of specialization and focus of the feats, but I'll be content with the bonuses be equal.
Providing that the above is unacceptable for whatever reason, the at least you then need to move Defensive Combat Training's bonus down to a +2. Its too good when the DC starts at 15.
Grappling:
Several small things came to mind after reading the grapple rules and using them. They're
1)The grapple rules are too limiting on what you can do in a grapple.
2)The rules as written now seem to assume that the grapplers are both humanoid in shape with two arms.
3)The rules as written means that grappling is only useful in one on one combat, and which makes alot of grapple monster useless as monsters tend to be outnumbered. Furthermore, in the event that one on one combat does happen, by the time that grapple becomes a useful tactic that can be relied on(50/50 chance of be able to initiate a grapple), grapple is somewhat broken, as the +5 advantage that granted you a 50/50 chance of being able to initiate the grapple means that your opponent has a 5% chance of breaking free from the grapple. Provided that you have some means of doing decent damage(Like constrict) you can slowly beat your opponent to a pulp with little worry over him breaking the grapple. OTOH, if you don't all that grapple means is that your opponent just can ignore breaking free and just beat you death with a one-handed weapon, and you can do nothing but break the grapple or die as maintaining the grapple is a standard action, meaning the person grappling can't attack, but the one grappled can.
My proposed fixes: (Note: They assume the above fixes for combat maneuvers are adopted.)
1)Make maintaining a grapple a move-action, and possibly making maintaining a grapple a free action for those with Improved Grapple and/or Improved Grab.
2)Change the "cannot use any action that takes two hands to use" to "cannot use any action that takes all your hands(two for most creatures) to use". Also grant a +2 bonus on all CMB checks involving grappling for creatures with more than 2 arms.
Thoughts?
Elvith Gent |
I highly advise changing the DC to 10+CMB. It makes becoming invincible much harder as you need a 10+ advantage before become invincible. Further, Small numbers matter less, as the d20 roll counts more, and lastly, it puts the Combat Maneuvers on the same familiar 10+Mods like those for AC and Spell DCs. It also makes Defensive Combat Training less powerful.
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Gnome-Eater |
BM wrote:I highly advise changing the DC to 10+CMB. It makes becoming invincible much harder as you need a 10+ advantage before become invincible. Further, Small numbers matter less, as the d20 roll counts more, and lastly, it puts the Combat Maneuvers on the same familiar 10+Mods like those for AC and Spell DCs. It also makes Defensive Combat Training less powerful.+1
+1