| LoreKeeper |
I've been very ambivalent regarding the use of CMB in the games we have. On the one hand, I love the clarity and simplicity of the CMB system as presented in Beta. But on the other, assuming that opponents are always on-their-game by giving them a flat 15 + CMB seemed just so rigged.
I've paid attention to the threads and the various house rules that are discussed; and the two most prominent ones that are universally agreed with are:
a. 12 + CMB
b. Maneuver AC
...
I would like to suggest two simple alternatives, please let me know if these are good, or whether there is some horrible flaw that undermines my ideas.
1. Expanding Feat Benefits
The first option I personally find compelling. Essentially the offensive CMB feats such as Improved Bullrush all additionally to their current effect also add a flat +1 to CMB. This represents the innate training and awareness that comes with achieving a higher combat awareness and insight that the appropriate feat instills.
This means that taking Improved Bullrush now adds a +3 on bullrush attempts - but also a +1 on all other CMB-related activities both offense and defense.
This also means that it stacks with other CMB feats, so it is readily possible for a CMB specialist to take Improved Bullrush, Improved Sunder and Improved Overrun to gain a flat +3 to all combat maneuvers (including defense) - and +5 to bullrushing, sundering and overrunning.
The one cave-at I would add is that Defensive Combat Maneuvers now gives a +2 on defensive combat maneuvers - and a +1 to all combat maneuvers. (Thus increasing combat maneuver defense by 3 and all other combat maneuvers by 1).
2. Combat Maneuver Readiness
This second option should probably not be used in conjunction with the first option (or other CMB-related house rules). This version suggests that, yes, opponents are on top of their game and use 15 + CMB to deny your combat maneuvers - but only while they are combat ready.
Mechanically it works as follows: the combat maneuver DC is innately 10 + CMB; but the defender is allowed to expend one attack of opportunity to increase her defense by 5 (thus effectively 15 + CMB).
This has the added benefit of allowing PCs and NPCs to "wear down" an opponent's defense by either provoking an attack of opportunity - or simply by using two combat maneuvers in succession. Unless the defender has Combat Reflexes the defender can only increase her combat maneuver defense once.
I think mechanically and in terms of flavor this is a very simple yet solid approach to combat maneuvers in Pathfinder.
| Majuba |
No need to fall over yourselves trying to answer first. One at a time will do.
*chuckles*
This has been hashed over quite a bit, that's probably while you're seeing some hesitancy. That plus the site went down Sunday night after you posted (and the weekends are generally slow).
The previews on the Paizo Blog have been rather enlightening about what the Final version will look like, but let me first address your post against the Beta like you intended.
Compared to Beta:
1) Boosting the feats
Granting a universal +1 in addition is a very interesting idea. I think it would have real merit, since as it is the combat maneuver feats are about the *least* stacking things to take more than one of. Given the relatively high DC of 15+CMB, I don't think the increase in power, or the stacking, would be overly powerful. It would also give quite a "master of all forms" feel.
I don't think Defensive Combat Training should be changed though, though the "mirror" of the others is interesting.
2) CM Readiness
Burning your AOO to block - sounds very appropriate. I worry the 10+CMB would be a bit rough though. Perhaps 12+CMB, with +4 if you give up AOO.
As for the Final version: we have a maneuver AC type of thing coming by all looks:
FACT (as described in previews): Combat Maneuver Defense (DC of a CMB check) is a base of 10 + CMB, and adds (at least) Dexterity, Deflection, and Dodge (inferred but very likely).
GUESS: CMD = Touch AC + CMB OR Touch AC + CMB - Normal Size Modifier. That is, the size modifier that is included in Touch AC: -1 if Large, +1 if Small, etc.
Equivalency point: If DEX + DEF + Dodge + misc = 5, DC is the same.
Basically the DC drops, at least against low Dex opponents. DCs look to get rather tough against high-level, high str/dex creatures. We don't know the final versions of the feats.