| Psychic_Robot |
No touch attacks. It doesn't make sense to me that a dragon should be able to trip a pixie even though he might not be able to hit her (what with his size penalty on attack rolls and her size bonus to AC).
This really bothers me. I think that combat maneuvers should require a touch attack (and a reduced DC to compensate for having to hit twice).
What I don't like about this is that, unfortunately, it makes the system clunkier and requires two rolls. (This is bad.) Any suggestions on how to combine these two things into a more streamlined, more believable system?
| Quandary |
Keep it Simple, Sweety:
A: Combat Maneuvers ARE Attack Rolls, and take all relevant bonuses: STR, DEX w/ Weapon Finesse & Finesse Weapons (as per 3.5/SRD, subsuming Dextrous Maneuvers), Flanking, Specialization, Enchants, etc.
B: CMB (for Defensive Purposes, i.e. the DC) could now be more accurately called Maneuver AC. Essentialy it would be the same as Touch AC, but with a higher base (15, directly converted from CMB) and increasing with BAB and STR. Like Touch AC, it takes all Dodge bonuses (reflecting the ability to EVADE a Maneuver in the first place, as per 3.5/SRD). Given that Dodge bonuses now apply, the base DC (15) may be appropriate to lower (->12?), although the exact number isn't clear.
Conforming to the Attack Roll/ AC system means NO new rules/sub-systems need to be described, other than the details of Maneuver AC (= Touch AC + STR & BAB) It also means the "fixed DC" you roll against IS a fixed number on the Character Sheet (Maneuver AC), not a formula you add together (15+CMB), for what that's worth. The offensive use of CMB does not differ from how Melee Attack Rolls are normally calculated, so keeping it as a normal Attack Roll means the wheel doesn't have to be re-invented.
Trying to keep two parallel systems distinct, that are 99% identical, is a waste of copy space, as well as confusing. This retains the one roll, fixed DC of CMB, while out-doing CMB in it's stated purpose: simplicity.
...Thoughts?