What I want from Ultimate Combat is "blank"


Product Discussion

251 to 300 of 301 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
Sovereign Court

Mass combat rules


Nebelwerfer41 wrote:
Mass combat rules

Curiosity, do you want miniature style mass combat, characters in the battle type (like the Heroes of Battle from WotC), both or something else entirely? I wouldn't mind either myself, but the HoB style would be more useful in my current situation...


R_Chance wrote:
Nebelwerfer41 wrote:
Mass combat rules
Curiosity, do you want miniature style mass combat, characters in the battle type (like the Heroes of Battle from WotC), both or something else entirely? I wouldn't mind either myself, but the HoB style would be more useful in my current situation...

IMO HoB is the more valuable in an overall sense. It has more use in more game styles then actual rules for quasi-tatctial miniature play. Don't get me wrong mass battle is on that level is fun, but there are dozens of such rule sets on the market including those in Kingmaker 5. What is less common are guidelines that work the way HoB does, putting the focus on the hero level in a big battle.

HoB works in everything from an open battle to something like a prison rite or jail break.


Either a new base class, or abilities for primary fighting classes (especially the fighter), to increase their damage ability. I am so tired of watching the mages and rogues drop buckets of dice, while the fighter gets to 1d8+8. I want a 10th level fighter who can hit without a magic weapon and do 4d8+18 per attack. I want a paladin who can channel positive energy into his weapon dealing half his level in holy damage. I want a ranger who can one-shot prey with his bow. Warriors are more than just damage soakers; they are supposed to be damage dealers, too!


More archetypes.

I also want more rogue talents and more rage powers-- in the quantity and quality of the APG talents and powers.


Gargoyle2k wrote:
Either a new base class, or abilities for primary fighting classes (especially the fighter), to increase their damage ability. I am so tired of watching the mages and rogues drop buckets of dice, while the fighter gets to 1d8+8. I want a 10th level fighter who can hit without a magic weapon and do 4d8+18 per attack. I want a paladin who can channel positive energy into his weapon dealing half his level in holy damage. I want a ranger who can one-shot prey with his bow. Warriors are more than just damage soakers; they are supposed to be damage dealers, too!

Ahhhh, beware the dice envy.

I'd rather do 1d8+30 as a warrior then 1d4+7d6 as a rogue. Sure the rogue is throwing down all of the dice, all of them, but he's still doing less damage on average.

Sovereign Court

Dorje Sylas wrote:
R_Chance wrote:
Nebelwerfer41 wrote:
Mass combat rules
Curiosity, do you want miniature style mass combat, characters in the battle type (like the Heroes of Battle from WotC), both or something else entirely? I wouldn't mind either myself, but the HoB style would be more useful in my current situation...

IMO HoB is the more valuable in an overall sense. It has more use in more game styles then actual rules for quasi-tatctial miniature play. Don't get me wrong mass battle is on that level is fun, but there are dozens of such rule sets on the market including those in Kingmaker 5. What is less common are guidelines that work the way HoB does, putting the focus on the hero level in a big battle.

HoB works in everything from an open battle to something like a prison rite or jail break.

I would like to see the rules from Kingmaker 5 expanded and clarified.


Kolokotroni wrote:
A martial artist that doesnt have the 'mystic' tie in the monk does. Whether it's through archtypes or new feats or a new base class, I'd like to see a way to create an unarmed specialist who doesnt use things like 'ki' and doesnt have an eastern flavor to them.

You have a couple options already.

1.) Go straight fighter
2.) Re-skin the monk and call ki "focus" or "adrenaline". Give him an irish accent. Drink a lot. Now you've got yourself an irish brawler.
-Flurry of Blows becomes "Rabbit Punch".
-Still Mind becomes "Ignore the Crowd".
-Slow Fall becomes "Tuck and Roll".
-Purity of Body becomes "Tough ol' Bird".
-Wholeness of Body becomes "Quick Healer".
-Diamond Body becomes "Tolerance".
-Abundant Step becomes "Fast Footwork".
-Diamond Soul becomes "Not Today, Junior".
-Quivering Palm becomes "Kidney Shot".
-Timeless Body becomes "Road Dog" (I think Keith Richards has this).
-Tongue of the Sun and Moon becomes "Well Traveled"
-Empty Body becomes "Body Shift" (This one's hard)
-Perfect Self becomes "Man of Myth and Legend"

I came up with all of that in 10 minutes. People really need to use their imaginations and not wait for a developer to create new rules for a class they want to play.


Nebelwerfer41 wrote:
Dorje Sylas wrote:
R_Chance wrote:
Nebelwerfer41 wrote:
Mass combat rules
Curiosity, do you want miniature style mass combat, characters in the battle type (like the Heroes of Battle from WotC), both or something else entirely? I wouldn't mind either myself, but the HoB style would be more useful in my current situation...

IMO HoB is the more valuable in an overall sense. It has more use in more game styles then actual rules for quasi-tatctial miniature play. Don't get me wrong mass battle is on that level is fun, but there are dozens of such rule sets on the market including those in Kingmaker 5. What is less common are guidelines that work the way HoB does, putting the focus on the hero level in a big battle.

HoB works in everything from an open battle to something like a prison rite or jail break.

I would like to see the rules from Kingmaker 5 expanded and clarified.

I don't have Kingmaker 5, no base for comparison there. Last time I used miniature style mass combat rules it was a house ruled update to the 1E boxed set which was an update of the OD&D booklet on mass combat (which had its roots in the original Chainmail rules). Late 2E battle or early 3E. can't recall just off hand. I didn't care for the 2E treatment of mass battle as much as the 1E boxed set btw (even though it was based on it). I have used the HoB type set up several times recently though. Essentially working a battle / campaign as an adventure path in itself. Does well for characters who are not in total control of the battlefield (even if they are important "units").

*edit* And, sadly, the guys I started out playing miniatures with (1972-3 which transitioned from Chainmail to D&D) have moved on / relocated (as have I, a number of times). No painted armies lying around although I do use painted miniatures for gaming. Long live Reaper! :)


More/better sling options.
Or upgrade sling.
Or make a new sling that's a martial weapon.
Or allow sling to be used as a martial weapon and it increases its damage, range, and allows reload as a free action.


Advice if not a full set of ideas or alternate rules on how to play a game with little to no magical classes. Bits might include making potions extraordinarily cheaper and faster to both make and use, and non-magical but supernatural "stunts" that can be done by martial classes.


ProfessorCirno wrote:
Advice if not a full set of ideas or alternate rules on how to play a game with little to no magical classes. Bits might include making potions extraordinarily cheaper and faster to both make and use, and non-magical but supernatural "stunts" that can be done by martial classes.

Yes that! I would love guidance on playing a low magic campaign. I want to run with magic items being scarce but I want melee characters to still be viable when compared to their spellcasting counterparts.

Sovereign Court

R_Chance wrote:
Nebelwerfer41 wrote:
Dorje Sylas wrote:
R_Chance wrote:
Nebelwerfer41 wrote:
Mass combat rules
Curiosity, do you want miniature style mass combat, characters in the battle type (like the Heroes of Battle from WotC), both or something else entirely? I wouldn't mind either myself, but the HoB style would be more useful in my current situation...

IMO HoB is the more valuable in an overall sense. It has more use in more game styles then actual rules for quasi-tatctial miniature play. Don't get me wrong mass battle is on that level is fun, but there are dozens of such rule sets on the market including those in Kingmaker 5. What is less common are guidelines that work the way HoB does, putting the focus on the hero level in a big battle.

HoB works in everything from an open battle to something like a prison rite or jail break.

I would like to see the rules from Kingmaker 5 expanded and clarified.

I don't have Kingmaker 5, no base for comparison there. Last time I used miniature style mass combat rules it was a house ruled update to the 1E boxed set which was an update of the OD&D booklet on mass combat (which had its roots in the original Chainmail rules). Late 2E battle or early 3E. can't recall just off hand. I didn't care for the 2E treatment of mass battle as much as the 1E boxed set btw (even though it was based on it). I have used the HoB type set up several times recently though. Essentially working a battle / campaign as an adventure path in itself. Does well for characters who are not in total control of the battlefield (even if they are important "units").

*edit* And, sadly, the guys I started out playing miniatures with (1972-3 which transitioned from Chainmail to D&D) have moved on / relocated (as have I, a number of times). No painted armies lying around although I do use painted miniatures for gaming. Long live Reaper! :)

Those rules in Kingmaker #5 are more abstract, battle groups represent a certain # of troops in a given area. I want to send armies at each other, not just miniature combat rules.


Nebelwerfer41 wrote:


Those rules in Kingmaker #5 are more abstract, battle groups represent a certain # of troops in a given area. I want to send armies at each other, not just miniature combat rules.

So, is what you're looking for is a system to decide the fate of nations at war in your campaign or just abstractly settle individual battles? Do players figure into it (as generals or otherwise)? Either is an interesting idea.


ProfessorCirno wrote:
Gargoyle2k wrote:
Either a new base class, or abilities for primary fighting classes (especially the fighter), to increase their damage ability. I am so tired of watching the mages and rogues drop buckets of dice, while the fighter gets to 1d8+8. I want a 10th level fighter who can hit without a magic weapon and do 4d8+18 per attack. I want a paladin who can channel positive energy into his weapon dealing half his level in holy damage. I want a ranger who can one-shot prey with his bow. Warriors are more than just damage soakers; they are supposed to be damage dealers, too!

Ahhhh, beware the dice envy.

I'd rather do 1d8+30 as a warrior then 1d4+7d6 as a rogue. Sure the rogue is throwing down all of the dice, all of them, but he's still doing less damage on average.

True, I hear you. What I mean primarily is the fact that without magic, the fighter is pretty much restricted to 1 die (d4 through d12) +x, while the rogue and casters all increase with level. Maybe give fighters a feat or two that can increase +x? Increase crits from x2 to x3? More damage potential, please!


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)


Few other ideas:

1) A version of the old 3.5 cleave as a feat or at least as a barbarian rage power. Call it ...?.. "rampage"?

2) something more for high ddamage dice weapons (like greatsword and greataxe) and high multiplier weapons (like picks and scythe). With all the effects triggering with crits, players (at least, a lot of mine) tend to take the high threat only (like simitar or falchion).


Kaiyanwang wrote:
With all the effects triggering with crits, players (at least, a lot of mine) tend to take the high threat only (like simitar or falchion).

I jack up the save DCs of the effects for weapons with a high multiplier (e.g., x3 = +2 to save DC; x4 = +4 to save DC). Someone with more time could run the numbers and see at what point you break even (less likely to crit vs. less likely for enemy to fail save).


Kirth Gersen wrote:
Kaiyanwang wrote:
With all the effects triggering with crits, players (at least, a lot of mine) tend to take the high threat only (like simitar or falchion).
I jack up the save DCs of the effects for weapons with a high multiplier. (e.g., x3 = +2 to save DC; x4 = +4 to save DC).

Yeah, I remember I suggested this thing to a playtester or player of the beta in GitP. Don't remember if was the same number, but seems highly reasonable to me.

A suggested houserule, an optional rule or something on this line could be nice... or just more nice things for high dice and high multiplier in guise of other effects :D

I have to piunt out that there is something similar, IIRC, in a PRC in the APG, and the Two Handed Fighter level 19 feature is strongly high multiplier oriented already :)


Style feats similar to (but better than in some cases) what the Complete Warrior had in 3.5. These would help to make different style of characters more unique and just as viable as Longsword/Shortsword or Battleaxe/Handaxe or Scimitar/Kukri.

Examples:
Dual-wielding maces or hammers
Hammer + Axe
Dagger + Axe
Sword + Dagger
Sword + Hammer
Sword + Axe
Net + trident
Spinning Polearm (grants an attck with the butt end of the weapon)

Swarm Fighting (teamwork feat that allows small characters to synergize when they gang up on bigger foes)

More shield feats (specifically Buckler oriented).

More alternative abilities for the Ranger Favored Enemy class ability.

Giving up some spellcasting ability of the primary spellcaster classes for some extra martial ability. Like the Battle Sorcerer variant from the Unearthed Arcana.

Sovereign Court

See this thread about alternate fighting rules for "close" combat:
http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderR PG/rules/thisHasAlwaysBuggedMeCloseFightingOrALackThereof&page=1#1

It would be cool to see this integrated somehow.


And a method for making unarmored fighters effective. I love the concept of the unarmored savage or a fast, mobile fighter who relies on parrying, dodging, blocking, and generally just avoiding attacks. A warrior who came from a hot environment like a desert or a jungle wouldn't wear much (if any) armor at all but should be just as effective at avoiding damage. This would also make characters from primitive cultures that don't have armor viable.
American Indians or Aztecs, or Mayans are all examples of cultures whose warriors were impressive but did not wear armor.
I've always wanted a method to duplicate that.
Might be able to do this through a Fighter or Ranger archetype.


A feat that allows a monk to add there Dex mod to there unarmed dmg(as precision dmg maybe).

A feat that allows a monk to add there wis mod to there unarmed dmg.


Dragon78 wrote:

A feat that allows a monk to add there Dex mod to there unarmed dmg(as precision dmg maybe).

A feat that allows a monk to add there wis mod to there unarmed dmg.

Hell, a feat for anyone to add dexterity instead of strength would be nice.

Having it added to weapon finesse would be extra nice, mind you.

Also, how about some stuff for throwers?

Scarab Sages

Nebelwerfer41 wrote:

See this thread about alternate fighting rules for "close" combat:

http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderR PG/rules/thisHasAlwaysBuggedMeCloseFightingOrALackThereof&page=1#1

It would be cool to see this integrated somehow.

+1 (Well, I was am the Author of said Thread,but still...)

Weapon Brawling rules: Options for things like additional attack options (Pommel smash in your face, spiked elbow/knee armor).

Fighting Styles for Fighters... I did something like this for my Homebrew years ago, and am currently converting it for HARP, my 'other' RPG.

Student of the Raging Boar School (From one of my Dwarf Clans)

Charge Bonus is +3, However likewise, AC is reduced by 3.

Boar Fighters often wear a Tusk Motif on their Helmets. Gain a secondary attack (At -2) usable when making a Full Attack.
Damage is D4 P+ Half Str.

Boar Fighters gain the Diehard Feat.

Boar Fighters find it difficult to leave combat, once engaged.
Doing so requires a Will Save vs. a base DC of 10, Modified as follows

Fighting traditional Clan Enemies (Orcs,Goblins,Ogres,Duergar) DC +2
Allies Still in Danger DC +2
Dwarfs of the Ram Clan (Friendly Rivals)are also involved, and doing so would 'lose face' DC +2
There are Arcane Casters in the opposing force +1
Effects are Cumulative.
Etc...

Just as an Example.

-Uriel


Only one request here and it might be an odd one. I'd like to see abilities or feats that allow martial types greater use of action points.

Reason being that this is one of the strategies I'm using to reduce the so-called caster/noncaster disparity at higher levels.


What was that one feat that lets a Medium character throw a Small character at an enemy called? called? Had an epic picture of some dude throwing an angry gnome/halfling. Yeah, I want that. No, seriously.

I'd also like to see a new pure martial base class that has a good Will save. Or maybe an official version of the Ninja class.


Yar!

Coming in fairly late, but I'll mention a wish anyways. I'd like to see Pathfinder updates of 3.5 pathfinder/Golarion gear. For example: Elven Alchemical Arrows. As far as I know, officially updating/reprinting the 3.5 "...of Golarion" books to Pathfinder rules is not likely to happen. So this would be a perfect opportunity to get the unique gear, magic items, and so forth from those products officially updated to Pathfinder rules.

~P

Dark Archive

Think of a 3 musketeers type fighter, or Inigo Montoya. I want to be able to build them as a fighter more than a rogue (Inigo fights, he isnt sneaky). And no armor, just dodgeyness. Swap from Fort to Ref, and give some scaling AC ala monk and you get an awesome duelist. An archetype for that kind of play would be so awesome.

Also, I've seen 3 of these threads (one started by me a few weeks ago)
Here
and here.

It would be nice to have it all in one place.


Darkholme wrote:

Think of a 3 musketeers type fighter, or Inigo Montoya. I want to be able to build them as a fighter more than a rogue (Inigo fights, he isnt sneaky). And no armor, just dodgeyness. Swap from Fort to Ref, and give some scaling AC ala monk and you get an awesome duelist. An archetype for that kind of play would be so awesome.

It would be nice to have it all in one place.

I would second the swashbuckler type fighter but the dodge based AC makes me want to request a class and or level based AC system.

Dark Archive

Dragonsong wrote:
Darkholme wrote:

Think of a 3 musketeers type fighter, or Inigo Montoya. I want to be able to build them as a fighter more than a rogue (Inigo fights, he isnt sneaky). And no armor, just dodgeyness. Swap from Fort to Ref, and give some scaling AC ala monk and you get an awesome duelist. An archetype for that kind of play would be so awesome.

It would be nice to have it all in one place.

I would second the swashbuckler type fighter but the dodge based AC makes me want to request a class and or level based AC system.

If you mean "In general" then I'm all for that possibility, but I'm talking about integrating the swashbuckler type fighter into a standard game. Monk is a decent precedeent for the dodge AC. Maybe make it int based instead of wis.

I wouldnt mind a monk swashbuckler either. The flavour would be all different, but if you think about a duelist doing flurry of blows with a rapier, and dodging everything like nobody's business, you'll see where I'm going with this. It's a rather drastic change for an archetype, but I'm cool with it.


Darkholme wrote:
Dragonsong wrote:
Darkholme wrote:

Think of a 3 musketeers type fighter, or Inigo Montoya. I want to be able to build them as a fighter more than a rogue (Inigo fights, he isnt sneaky). And no armor, just dodgeyness. Swap from Fort to Ref, and give some scaling AC ala monk and you get an awesome duelist. An archetype for that kind of play would be so awesome.

It would be nice to have it all in one place.

I would second the swashbuckler type fighter but the dodge based AC makes me want to request a class and or level based AC system.

If you mean "In general" then I'm all for that possibility, but I'm talking about integrating the swashbuckler type fighter into a standard game. Monk is a decent precedeent for the dodge AC. Maybe make it int based instead of wis.

I wouldnt mind a monk swashbuckler either. The flavour would be all different, but if you think about a duelist doing flurry of blows with a rapier, and dodging everything like nobody's business, you'll see where I'm going with this. It's a rather drastic change for an archetype, but I'm cool with it.

I do mean in general more akin to the class/level based AC system in Unearthed Arcana back in the day which left the monks AC mechanic as an addition to what the system gave.

But a lot better thought out as that mechanic tended to encourage a single level dip into fighter/paladin to get a huge AC bonus for casters and such


Dragonsong wrote:
Darkholme wrote:
Dragonsong wrote:
Darkholme wrote:

Think of a 3 musketeers type fighter, or Inigo Montoya. I want to be able to build them as a fighter more than a rogue (Inigo fights, he isnt sneaky). And no armor, just dodgeyness. Swap from Fort to Ref, and give some scaling AC ala monk and you get an awesome duelist. An archetype for that kind of play would be so awesome.

It would be nice to have it all in one place.

I would second the swashbuckler type fighter but the dodge based AC makes me want to request a class and or level based AC system.

If you mean "In general" then I'm all for that possibility, but I'm talking about integrating the swashbuckler type fighter into a standard game. Monk is a decent precedeent for the dodge AC. Maybe make it int based instead of wis.

I wouldnt mind a monk swashbuckler either. The flavour would be all different, but if you think about a duelist doing flurry of blows with a rapier, and dodging everything like nobody's business, you'll see where I'm going with this. It's a rather drastic change for an archetype, but I'm cool with it.

I do mean in general more akin to the class/level based AC system in Unearthed Arcana back in the day which left the monks AC mechanic as an addition to what the system gave.

But a lot better thought out as that mechanic tended to encourage a single level dip into fighter/paladin to get a huge AC bonus for casters and such

I'd love to see this too, maybe multi-class characters would average their AC bonus from all their classes or something like that to make up for the dipping problem? I've been wanting to run a ship-based, swashbuckling type privateer campaign recently and was looking for an armor replacing mechanic that I could use for that.


idilippy wrote:
I'd love to see this too, maybe multi-class characters would average their AC bonus from all their classes or something like that to make up for the dipping problem? I've been wanting to run a ship-based, swashbuckling type privateer campaign recently and was looking for an armor replacing mechanic that I could use for that.

\TANGENT

We are doing something similar. Polynesian themed indigenous culture, cthuggan dwellers under the waves, and two imperialistic nations engaging in privateering in the area.

Ohh and 200 miles north of the islands the world just drops off. Some enterprising folks have begun climbing down the side from a promontory along the edge to begin mining/excavation and exploration.

\TANGENT over

So yes an armor-less AC mechanic would be really nice.


Yes to a armorless AC mechanic.


I would like the option to use reposition and other combat maneuvers to move targets into spaces that are intrinsically dangerous.

Liberty's Edge

Tangent worth considering:

Okay, so you know how all characters, regardless of anything, can wield a weapon with two hands in order to gain (1.5*STR) on damage instead of just STR?

What if a character, regardless of class, race, or feats, could wield a single weapon in one hand (and nothing in the other) to gain (1.5*DEX) to AC instead of just DEX?


I would like to see a Cavalier Archetype without a mount. It could be called a "Champion".

Shadow Lodge

I would love to see a few Cleric/religious combat styles and options, a Combat Medic prestige class similar to the one in Heroes of Battle, maybe some rules and flavor for gaining military rank, and a variaty of martial Feats, Skill Tricks, Class "Paths", and similar specifically aimed at the less martial classes, (Bards, Clerics, Sorcerers, Oracles, etc. . . basically not Fighters, Paladins, and Rogues).

I'd also love to see some themed Prestige Classes with options for all or the majority of core base classes, that does really hamstring the base class. For example, the Eagle Knight works pretty well for Paladins, Fighters, Rogues, Rangers, and Barbarians, but poorly for casters. But makes perfect flavor sense for a Cleric or Sorcerer.

I would also love to see guidleines and rules for different styles of play. How to power up certain classes in a combat heavy game, how to run a military unit style game, gladiatorial arenas, etc. . .


Casts Raise Thread
I want some more love for thrown weapon characters. As it stands I only see 2 ways to be decent with thrown weapons; Fighter with vital strike, or fighter/wizard/EK with greater magic weapon and shurikens. Feats, archetypes, or even a prestige class to help out would be nice.


I would like Tactical Feats and Weapon Style feats as these much better represented the old and nearly forgotten Western MA schools....than ToB ever did.

I'll also add a +1 for more CM in general...and the a the idea for advanced CM as well.


Kierato wrote:

Casts Raise Thread

I want some more love for thrown weapon characters. As it stands I only see 2 ways to be decent with thrown weapons; Fighter with vital strike, or fighter/wizard/EK with greater magic weapon and shurikens. Feats, archetypes, or even a prestige class to help out would be nice.

OHH excellent suggestion I will give a big ole +1 to that!

Liberty's Edge

Ways to stack criticals... it may be my own mixed up memories but it always seemed to me like melee types kept up much better with casters in the 3.0 days of critting on 12-20. Those rules got out of control, but I always thought the NO CRIT RANGE IMPROVEMENTS STACK, EVER reaction of 3.5 was overkill.


dnjscott wrote:
Ways to stack criticals... it may be my own mixed up memories but it always seemed to me like melee types kept up much better with casters in the 3.0 days of critting on 12-20. Those rules got out of control, but I always thought the NO CRIT RANGE IMPROVEMENTS STACK, EVER reaction of 3.5 was overkill.

IMHO, this could be dangerous due to all the crit-based effects.

Dark Archive

I don't know if I stated this earlier but what I'd want is a feat, we'll call it "Improvised competence". All that this feat would do is allow a character to treat an attribute as if it were 2 points higher just for the purpose of meeting a prerequisite for feats.

Grand Lodge

Best critical hit system I have ever played with is the Hackmaster system, they ran with the old school 2nd edition critical charts but added in the GMG a layout of the human body with organ, muscle and skeletal systems as well as what happens if you hit them with what, how hard, etc. all determined by attack roll, and the the determination of your BSL ( base severity level). I think they could do something like that off the CMB/CMD system?

I'd really love to see comebacks of the Battle Dancer, and some other interesting class mixture options like lets say make the Battle Dancer a monk like bard? oh I think I just had a great idea! back to the game tweaking lab!!!


Critzible wrote:
I'd really love to see comebacks of the Battle Dancer, and some other interesting class mixture options like lets say make the Battle Dancer a monk like bard? oh I think I just had a great idea! back to the game tweaking lab!!!

+1 I liked that class and currently have on in 3.5(actualy technicaly two) and would like to see how it would be updated to Pathfinder.

Grand Lodge

Yeah that 3.5 battle dancer was okay, but it fell short its 1st edition prowess. I mean at least back then it was a good replacement to the monk the 3.5 version just couldn't keep up with its modeled counter part.

Liberty's Edge

Pathfinder Starfinder Roleplaying Game Subscriber
Lyrax wrote:
Ataxerxes wrote:
I'll second the idea of a dragon rider, or perhaps a beast rider that has different mount options, a bit like sorcerer bloodlines.

+1 Awesome Burst.

Non-spellcasting classes that make good use of animals.

+1 to this~ I don;t mind seeing another base class or two. Or even a PrC thats fine as well.

+1 to expanding the mass combat rules that came out from the Kingmaker AP.


I can't believe I didn't see this thread and started my own similar one.

I can't believe there's been so much awesome in here.

I can't believe I'm having so much agreement with 9-Ball.

251 to 300 of 301 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Paizo Products / Product Discussion / What I want from Ultimate Combat is "blank" All Messageboards

Want to post a reply? Sign in.