Ultimate Magic --> Ultimate Combat? [PLEEEAASEE!!!]


Pathfinder First Edition General Discussion


So the announcement of Ultimate Magic was a surprise to me, although a very welcome one. In the same vein, I’d like to suggest a similar product for the warriors in us all. Ultimate Combat, perhaps?

Personally, I’d love a Paizo-written treatment on combat expansions & options. Things I’d like to see:

• Armor as DR
• Class Defense Bonuses
• Additional Combat Maneuvers
• Called Shot / Combat tricks options
• Rules for cheating death and/or reducing reliance on healing magic
• Rule for supporting/encouraging action heroics
• Additional class features, feats, & equipment for warrior types
• GM Guide-style advice on running combats, finding the right level of combat crunch for your campaign, & how to make combat as exciting as possible.

I'd pre-order today if I could!


I would like to see more feats for the martial types that reflect special manuevers and techniques. Kind of along the lines of Whirlwind Attack.

Griffin's Fury (Prereq: Acrobatics 5, BAB: +6)

You release a flurry of strikes sacrificing your balance and defense and focusing on pure offense.

Benefits: You may make one additional attack with a melee weapon this round in addition to all other attacks you would normally be allowed. After performing this manuever you are considered flatfooted and suffer a -2 penalty to AC until the beginning of your next turn.

Shield of Blades (Prereq: Combat Expertise,Combat Reflexes, Dex: 17, BAB: +10)

You may make AoO while taking the Full Defense action at a -4 penalty.
When taking the Full Defense action anyone that attacks you in melee and misses provokes an attack of opprotunity from you.

Just some examples. Im thinking things along the line of special manuevers that a swordsman might seek out a special master to be taught. How in the martial arts movies certain attacks or combos were named after the master that invented them.


I would like an ultimate combat book with a new martial base class as well


Kalyth wrote:
I would like to see more feats....

Feats can be nice, but I'm kind of tired of them. I'd rather see combat maneuvers that can be used without needing feats.


I'd like to see more options for Fighters to do outside of combat.

I'd like to see more teamwork abilities.

Much like Spes Magna Mark, I'd like to see more abilities which aren't tied to feats (forex. Conan d20).


BPorter wrote:

So the announcement of Ultimate Magic was a surprise to me, although a very welcome one. In the same vein, I’d like to suggest a similar product for the warriors in us all. Ultimate Combat, perhaps?

Personally, I’d love a Paizo-written treatment on combat expansions & options. Things I’d like to see:

Armor as DR
• Class Defense Bonuses
• Additional Combat Maneuvers
• Called Shot / Combat tricks options
• Rules for cheating death and/or reducing reliance on healing magic
Rule for supporting/encouraging action heroics
• Additional class features, feats, & equipment for warrior types
GM Guide-style advice on running combats, finding the right level of combat crunch for your campaign, & how to make combat as exciting as possible.

I'd pre-order today if I could!

These, a thousand times.

Even if the book was just on Combat Theory within DnD to give GM's more of an insight on how to be inventive with it (terrain etc) could really help out all of those who struggle with combat.


Spes Magna Mark wrote:
Kalyth wrote:
I would like to see more feats....
Feats can be nice, but I'm kind of tired of them. I'd rather see combat maneuvers that can be used without needing feats.

+1


Pathfinder Rulebook Subscriber

+More.

The spell flingers get all the neat stuff and the poor sword swingers get to look on with envy at all of the spiffy new spells and doodads all the time while lugging around the same old nicked sword.

How 'bout some fighter love?

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

One thing I'd like to see for a theoretical combat book like this would be some rules crunch for various weapon choices - whether they be feats, prestige classes, or whatever, but something that will make a spear expert feel different from an axe specialist, and from a sword master, beyond just crit range and P vs S damage.


I'd like to see a deeper 'masterwork' system for weapons and armor. Things like additional add-ons and such that cost more but give you a mundane (i.e. non-magical) bonus to different skills/maneuvers. Definitely would love to see new things outside of just feats, more is fine but it's nice see new things. More weapon tricks like from the adventurers armory would be really cool too.

Everything else looks really cool too, the idea of differentiating weapons types/styles would be neat. As well as new/optional rules for armor as DR and action heroics.

I guess I would just like more sword in my Sword & Sorcery.

Sovereign Court

BPorter wrote:
Spes Magna Mark wrote:
Kalyth wrote:
I would like to see more feats....
Feats can be nice, but I'm kind of tired of them. I'd rather see combat maneuvers that can be used without needing feats.
+1

++1

I really dislike the "specializing" vector of mundane characters. I want versatility that can be given to everyone.


And perhaps some alternative rules for weapons, like piercing weapons working somewhat better against heavy armour or bypassing DR, slashing working better againt unprotected flesh.

I'm all for new maneuvers (some are scheduled for the APG) Parrying, weapon locks, perhaps even a more visceral damage system, allowing the combatants to aim for the face to blind his foe, crush bones for CON damage in a form of a combat maneuver with save to avoid effects if the maneuver suceeds...


New system ala The Sublime Way


A real trick about maneuvers I think (I believe we are getting some new ones in the APG btw ) is that they do have the potential to make things complex.

that being said I like the thought of making different weapons really feel different in game. Not sure how to do this, but the nature of the attack itself should offer something.

Perhaps some kind of weapon feat trees based off the fighter weapon groups? Things that would offer minor to middling specialties with weapons (like overcoming extra amounts of DR, to gaining extra bonus to CMB/CMD)

But then we're just back to feats...so maybe not. I don't think feats are what I'm looking for. But something that would give weapons a little more variation in feel to them with the proper investments.

...If you get what I mean.


Zmar wrote:
And perhaps some alternative rules for weapons, like piercing weapons working somewhat better against heavy armour or bypassing DR, slashing working better againt unprotected flesh.

This.

I'm at the point where i have to houserule this stuff, and would love the Paizo take on it.

I'm thinking of using the Armour as DR rule and combining it with Weapon Type vs Armour Type.


Tanis wrote:
Zmar wrote:
And perhaps some alternative rules for weapons, like piercing weapons working somewhat better against heavy armour or bypassing DR, slashing working better againt unprotected flesh.

This.

I'm at the point where i have to houserule this stuff, and would love the Paizo take on it.

I'm thinking of using the Armour as DR rule and combining it with Weapon Type vs Armour Type.

...Bit off topic but

I'd love to hear your houserules on this! My groups been brainstorming different methods but we can't quite get the balance right.


i am always for more feats, the more the better i say, i have never had a problem with more material.

i do like the idea of new non-magical enhancements for weapons, like for instance being able to add any of the following to just about any weapon ( trip,brace,disarm,etc.etc.)

or adding a throw range to some melee weapons.

new combat maneuvers are also always welcome as well.

one thing i have had a small problem with with dnd has been the amount of material spell casters get compared to martial characters, just compare the number of spells compared to combat feats, spell casters have always had more to use then martial character and that has always bugged me.

Dark Archive

BPorter wrote:

So the announcement of Ultimate Magic was a surprise to me, although a very welcome one. In the same vein, I’d like to suggest a similar product for the warriors in us all. Ultimate Combat, perhaps?

Personally, I’d love a Paizo-written treatment on combat expansions & options. Things I’d like to see:

• Armor as DR
• Class Defense Bonuses
• Additional Combat Maneuvers
• Called Shot / Combat tricks options
• Rules for cheating death and/or reducing reliance on healing magic
• Rule for supporting/encouraging action heroics
• Additional class features, feats, & equipment for warrior types
• GM Guide-style advice on running combats, finding the right level of combat crunch for your campaign, & how to make combat as exciting as possible.

I'd pre-order today if I could!

+1

Also something like the free-form maneuvers, with "build your own combat action" bonuses and maluses, just like those seen in Book of Iron Might.

Also, if possible, no "Ultimate whatever" title. Arcane Lore, Martial Lore, Eldritch Secrets of Golarion, Tome of Steel and Blood, anything.
The freaking "Ultimate" word in any title drives me nuts.


For thing like armour to DR and custom maneuvers I'm all for the Iron Heroes, but my main request would be to have everything consistent with what was previously published which, with the increasing amount of material, won't be easy.

We don't have any house rules on weapons at the moment, but one day we're bound to have a little brainstorming on that theme as well.

Personally I'd try something simple as a general rule and then add a few exceptions. Something that would be optional so that it wouldn't interact with current system or replace it.

Some quick ideas on that topic:

Piercing weapons
Deep strike: You put additional force behind your attack in an effort to pirce thick skin. Untill the beginning of your next turn your attacks suffer -2 penalty an you ignore up to 5 points of DR. For every range increment the amount of DR pierced decreses by 2.

Slashing weapons
Mutilate: With additional strength and cutting move you create deep gaping wounds. Untill the beginning of your next turn your attacks suffer -2 penalty an you cause 4 aditional points of damage. This doesn't apply to ranged weapons

Blunt weapons
Bonebreaker: You bludgeon the target, trusting the sheer force to wound your foe despite of it's armour. Untill the beginning of your next turn your attacks suffer -2 penalty an you're attacks are touch attacks causing 1/4 damage.

Example exceptions:
Bows the amount of DR pierced by bows doesn't decrease with range.

Scimitars, falchions, sabers and other such curved blade loose 1 point of penalty for Mutilate ability for every 10 ft moved before the attack.

Boar spear - is is an otherwise normal spear or longspear, but with a cross about one foot behind the tip which prevents the weapon from burying deeper into the wound. If you hit a target with the spear set up against a charge or with an AoO make an opposed strength check. Upon success the target can't move closer to you and stops moving. Upon failure you can chose to let the target get closer or to let it move ans push you away, keeping the distance.


For the custom maneuvers, Iron Heroes is still the bar to beat in my book. Effectively, tactically worthwhile yet never a certainty, and they enhance rather than break the game. If I don't get a Paizo treatment of such things I continue to use that material but I have been so very impressed with what Paizo has been turning out that a Pathfinder take on the material would be a very, very welcome additon.

RPG Superstar 2009 Top 16, 2012 Top 32

golem101 wrote:
Also something like the free-form maneuvers, with "build your own combat action" bonuses...

Sounds like you want the Dirty Trick maneuver from the APG, where you pick from a list of possible conditions you can inflict on your opponent and describe what you're doing to inflict them. (I believe the example from PaizoCon was throwing your cloak over someone's head, but I could be mistaken.)

Dark Archive

Epic Meepo wrote:
golem101 wrote:
Also something like the free-form maneuvers, with "build your own combat action" bonuses...
Sounds like you want the Dirty Trick maneuver from the APG, where you pick from a list of possible conditions you can inflict on your opponent and describe what you're doing to inflict them. (I believe the example from PaizoCon was throwing your cloak over someone's head, but I could be mistaken.)

Well, if that sort of mechanic (hopefully expanded to things other than conditions) is in the APG, I'm a happy Paizo fan. :-)

To me the freeform maneuvers from the Book of Iron Might are still unsurpassed in terms of ease of implementation and versatility, being based on a simple add/subtract point system which relies on the attack bonus of the user.

However, I have faith in the Paizo guys to work out something even better!


Trout wrote:
Tanis wrote:
Zmar wrote:
And perhaps some alternative rules for weapons, like piercing weapons working somewhat better against heavy armour or bypassing DR, slashing working better againt unprotected flesh.

This.

I'm at the point where i have to houserule this stuff, and would love the Paizo take on it.

I'm thinking of using the Armour as DR rule and combining it with Weapon Type vs Armour Type.

...Bit off topic but

I'd love to hear your houserules on this! My groups been brainstorming different methods but we can't quite get the balance right.

I'll start a new thread on this topic once i compile the rules i want to use. They might conflict with each other tho, so give me a couple of days to sort out the kinks.

/threadjack

Scarab Sages

This would be great. I like the called shot & the weapon differation ideas.

Any chance it could lead to an "Ultimate Expert" book for the skill monkey types?

I'd love to see skill tricks come back

The Exchange

Pathfinder Lost Omens, Rulebook Subscriber
Spes Magna Mark wrote:
Kalyth wrote:
I would like to see more feats....
Feats can be nice, but I'm kind of tired of them. I'd rather see combat maneuvers that can be used without needing feats.

Or new maneuvers that can be used if you have existing feats. Like Whirlwind trip if you ahve Whirlwind attack, etc.

Scarab Sages

I've been using the class defense bonus and armor as DR rules from UA/3.5 SRD to decent effect in my Pathfinder home game. The majority of the players, who otherwise love d20, just hate the idea that armor makes you harder to hit. The results work, except Two-Weapon Fighting and Rapid Shot-ing broke, because people being attacked by TWF'ers get to apply DR against each hit, as opposed to being attacked by a Two-Handed Weapon user, who will hit less often for more damage each time. What comes out the other side is a system where high-Dex fighters never get hit, and do less damage, while high-Str fighters in heavy armor always get hit, but for less, making taking down Dex-fighters a matter of getting a lucky hit in, while taking down heavy armor fighters with low AC and high DR a matter of wearing them down over many, many attacks.


Here I a suggestion to non-magic enhancements
Acid wash (+4 save vs acid, rust, disintegration)
Alchemical chamber (Add Alchemical flask to dam)
Armor razors (Deals 1d6 Slashing)
Armor spikes (Deals 1d6 Piercing)
Barbed (2 pts Dam 1d4 rnds addition hit extend duration)
Bashing (Bash deal dam as if two sizes larger (1d3=1d6 and 1d4=1d8)
Basket hilt (+4 vs Disarm, +1 AC with Combat Expertise)
Bayonet (Deals 1d6 x2 Ranged -8 to hit and 1/2 incerment)
Bladeshatter (When any non axe, hammer or mace fails a attack roll by 10 or more the weapon tke 1d8 dam by passes hardness)
Blood groove (Casues 1 bleed dam every round)
Bow stablizers (+1 To hit)
Bowstring silencer (Make bow totally silent but reducing its range increment by 10ft/2in)
Buoyancy (-1 Check pen when swimming)
Camouflage (+4 to Stealth)
Caster armor (-5% Spell fail)
Crossbow shield (A small shield is attached to the crossbow +1 AC)
Crossbow/Musket scope (Reduce range penality by 1)
Deceptive (+4 Sleight of hand)
Dwarven forged armor (+2 AC -1 Check pen +10% spell fail)
Dwarvencraft weapon (Increase dam by 1 level +2 Hardness, saves, +10 HP )
Elven craft bow (Functions like a club when use as a melee weapon)
Elven forged armor (+1 Max dex -1 Check pen -10% spell fail)
Embossed (+2 to Gather info if stolen)
Enhanced bracing (+2 Dam set againt a charge)
Extended chain (+4 to Trip flails,chain, and whips and +5ft/1in to spiked chain and whips)
Extended Haft (+5ft/1in Reach)
Fast-Donning/Quick release Straps (No increased check penalty, -1 AC, Standard action to remove armor)
Fire retardant I (Fire resistance 5)
Fire retardant II (Fire resistance 10)
Folded weapon (+4 to Hardness)
Forestwarden Shroud (Negating the effect that undergrowth has on the wearer's Acrobatics and Stealth)
Grounded (Electical restance 5)
Heavy (+2 HP +1 Dam -2 to hit)
Heavy pommel (+2 to Parry)
Interlocking Plate (+2 to AC when moving no more the 5ft/1in)
Iron Sight crossbow/musket (+1 To hit)
Light (+2 To hit -1 Dam -1 HP/Hardness)
Lightweight (Lower category of armor type by 1, +5ft/1in movement, and reduce AC, check pen by 1)
Lined (Cold resistance 5)
Mercurial (+1 Dam)
Muffling (+4 to Stealth -2 to other dex skills)
Ornate/Savage (+1 to +5 either /or Diplomacy, Intimidate)
Penetrating (+4 to Sunder)
Percise fitting (-1 to check pen +1 max dex +1 Bluff and Diplomacy)
Perfect balance (+1 AC when taking total defence)
Perfect weighted (+5ft/1in thrown range incerment)
Pistol (Add a pistol to the weapon 2d4 x3 Range 5ft/1in)
Quick quiver (+1 to Initive when using a bow)
Razor sharp/Honed (+1 to critacal threat range)
Reinforced (25% chance of negating any precision damage)
Resilient (+5 HP)
Riding Straps (+1 to Ride)
Rifiled Barrel (+1 To hit +10ft/2in range incerment)
Rusted (-1 Dam, -1 HP, -2 Hardness, -2 save vs rust plus rust disease)
Segmented (+1 Max dex)
Serrated (2 pts Dam 1d4 rnds addition hit extend duration)
Shield blade/axe (Deals +1d4 slashing dam )
Shield sheath (Holds one light weapon drawing the weapon in the shield sheath is a free action and Free feint attempt)
Shield spikes (Deals +1d4 piercing dam)
Spidersilk (Make armor usable by monks, rouge, and ninjas)
Spring-loaded dagger (1d4/19-20x2 can launch Range 5ft/1in +5 to Sleight of hand)
Stability (+4 vs Bull rush +10% spell fail -1 max dex)
Teather (+4 vs disarm and if disarmed you do not drop weapon)
Tempered armor I (DR 1/-)
Tempered armor II (DR 2/-)
Tempered armor III (DR 3/-)
Tempered armor IV (DR 4/-)
Tempered armor V (DR 5/-)
Thin blade (+2 to diarm and bluff -2 dam)
Thunderhead (Add a blackpower charge to weapon +2d4 Dam)
Weapon pair (Reduce two weapon penality by 1 a matched pair of a normal and light weapon)
Vital coverage I (+2 AC vs crit effects)
Vital coverage II (+4 AC vs crit effects)

Community / Forums / Pathfinder / Pathfinder First Edition / General Discussion / Ultimate Magic --> Ultimate Combat? [PLEEEAASEE!!!] All Messageboards

Want to post a reply? Sign in.
Recent threads in General Discussion