What CMB system are you using? (Poll)


Combat


This thread is intended to be a poll only. There are many, many threads discussing CMB options and opinions... please take such discussions to those threads.

If your group has play tested several CMB options, what system have you decided was the most balanced? Which ones have you tried?

1. CMB 10
2. CMB 12
3. CMB 15
4. Using 3.5 rules.
5. Using other rules.


Our group has tried #2 and #3. We are currently using #2 and are reasonably happy, but are considering going back to #4.


Kor - Orc Scrollkeeper wrote:

If your group has play tested several CMB options, what system have you decided was the most balanced? Which ones have you tried?

1. CMB 10
2. CMB 12
3. CMB 15
4. Using 3.5 rules.
5. Using other rules.

Tried only 3.5 method, and the CMB 15 method. Was so much happier with the CMB 15 method we dont want to leave it, LoL


MAC!


Kor - Orc Scrollkeeper wrote:

This thread is intended to be a poll only. There are many, many threads discussing CMB options and opinions... please take such discussions to those threads.

If your group has play tested several CMB options, what system have you decided was the most balanced? Which ones have you tried?

1. CMB 10
2. CMB 12
3. CMB 15
4. Using 3.5 rules.
5. Using other rules.

My group has been using the CMB 15 system since I started running a slew of Falcon's Hollow modules, everyone seems to like it so far.


I'm not quite sure which option I should even pick. Err, sometimes we use CMB opposed rolls. (What can I say, we like random.) The rest of the time we just end up using 3.5 rules because it's too much trouble trying to convert everything and some builds do not translate at all.

Liberty's Edge

Kor - Orc Scrollkeeper wrote:

This thread is intended to be a poll only. There are many, many threads discussing CMB options and opinions... please take such discussions to those threads.

If your group has play tested several CMB options, what system have you decided was the most balanced? Which ones have you tried?

1. CMB 10
2. CMB 12
3. CMB 15
4. Using 3.5 rules.
5. Using other rules.

We've used 1-4 to try them out. Using 2 now; and have agreed to run with that - it seems to work the best.

1 was too easy, and 3 was too hard for the weaker ones to succeed at anything (such as breaking a grapple - especially after the +5 kicks in if the guy fails to break free the first time).

Robert

Liberty's Edge

My group has also been using the CMB 15 rule since we started with pathfinder! We've seen no problems with it so far, though it hasn't been used alot - but when it has, its been around the 60/40 success rate!


I use CMB, but not for grapple.
CMB is mostly unmodified, but the opponent has to roll and does not get a flat 15 base score (A +5 or +2 bonus for the defender still has to be throughly tested).


We're using CMB 15 but we just re-added the melee touch component back in. (This, because spells like protection from evil used be to be useful to help against grapples and the like.) Due to this extra opportunity for CMs to fail, we may lower to 12.


Anguish wrote:
We're using CMB 15 but we just re-added the melee touch component back in. (This, because spells like protection from evil used be to be useful to help against grapples and the like.) Due to this extra opportunity for CMs to fail, we may lower to 12.

Do check out the Maneuver AC thread since it addresses the Touch AC issue while keeping the simplicity of a single roll.


Lord Thavian wrote:
My group has also been using the CMB 15 rule since we started with pathfinder! We've seen no problems with it so far, though it hasn't been used alot - but when it has, its been around the 60/40 success rate!

Try keying your tactics off them a bit more. In other words build the team strategy around the special manuever instead of using the manuever to enhance the overall strategy. Using more aid other also ensures better chances. Timing and selection of a proper victim are key.


My group is using the cmb 15 option. It hasn't come up a lot as of yet but when we start using it more and if it becomes a problem than we will go to cmb 12.


Option 5, we use the MAC rules.

Dark Archive

CMB 15.


I personally feel it would be better to use the Touch AC instead of 15. That is what I intend to use the next time the situation comes up.


CMB 15 seems to work fine for us

Liberty's Edge

We use the standard DC 15, but have had some problems only from the monster side of the board. Questions such as how does Improved Grab work with CMB (still not offically explained)? Do I adjust the CR of monsters that rely on Grapple attacks if they now can not succeed (and are thus no longer quite the threat they were)?


Arnim: try checking out Maneuver AC.
It's much closer to 3.5 chances of success across a broad range of combatants.
As for Improved Grab, most people who've commented on it seem to be running it identically, except scaling down the bonus to +2 in line with the new Improved Grapple. The smaller Size Modifiers probably do make some difference, but playtesting/ mockups in the Maneuver AC thread seem to match 3.5 chances much closer than "15 base +CMB with no mods ever".

The Exchange

Dc15+, its worked pretty good so far (im sure spellcasters will belly ache that their magical protective spells don t buff it, so far no one has brought that up)


toyrobots wrote:
Do check out the Maneuver AC thread since it addresses the Touch AC issue while keeping the simplicity of a single roll.

Thanks for the reference. Read it, and it's just not going to happen with my group. First, reintroducing the touch aspect doesn't require any new numbers or calculations. Second, we're more than familiar with the process. Third, we've never had a problem with the number of dice rolls... we've had a problem with the complexity of what happens next. PFRPG takes care of that part quite nicely.

The MAC system would be fine if we were talking about a new game edition, but amongst my crew that's looking for minimal complexity addition, this doesn't cut the mustard.

Again, thanks though.

Liberty's Edge

CMB 15, but it seems to be a bit tough to beat. CMB 10 seems a bit easy, but considering that you are adding the foe's CMB bonus as well, I don't think it might be that easy - especially since Defense works off a 10 base.


Using CMB 15.


CMB 15 as everyone is happy with it.
As there are no messy calculations involved everybody seems to be more willing to actually use maneuvers :)

Liberty's Edge

Kor - Orc Scrollkeeper wrote:
3. CMB 15

We use the suggested DC and are happy with it.

-- Jeff

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