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Subject:Misc. Combat Stuffage!!!!
Time:09:00 pm
Current Mood:stressedBusy

  New Combat Options                    .

                Below are listed new combat options and revised rules for positioning and situational modifiers in combat.

                AIM (Ranged Weapons)

                A character using a ranged weapon may choose to aim at an intended target in order to gain a bonus on the ranged attack roll dependant on the amount of time spent aiming.  To perform the Aim action a character must designate a specific target (within range), and spend at least 1 full round action doing nothing but aiming at that target.  The character may spend up to 3 full round actions aiming, gaining a +1 bonus on  the next ranged attack roll made against the specified target for each round spent aiming.  The attack must be made immediately following the period spent aiming, before moving or taking any other action, or the bonus accrued is lost, and any attack roll made, ranged or otherwise, is unmodified.  While aiming, the character may take no actions, and may not move, or the attempt fails.  The character may not aim while fighting defensively, or using total defense, and must have the ranged weapon to be used in the attack in hand during the rounds spent aiming.

                Example:  A human Ranger spots an Ork walking towards him 160 feet away and moving 30 feet a round.  Taking cover in the bushes nearby, he draws his bow and takes Aim at the Ork.  He then spends two full rounds aiming at the Ork, until his target is within 70 feet of him, and within one range increment of his longbow, and then immediately fires.  He gains a +2 bonus on his ranged attack roll for the two rounds spent aiming.

                Offensive Fighting

                A character fighting in hand-to-hand combat and wielding a melee weapon may choose to fight aggressively, neglecting defense in favor of his or her attacks.  The attacker may subtract -4 from his or her Armour Class to gain a +2  bonus on all of his or her attack rolls until his or her next round.  Note that his ability may not be used in conjunction with combat Expertise (defensive fighting).

                Charge (revised)

                A charge is a full-round action that allows a character to move up to twice his or her speed and attack during the action.  A character must move before attacking, and must have a clear path of at lest 10 feet to the target.  A charging character may make a single melee attack, with a +2 bonus to attack, and a -2 penalty to AC(that lasts until the start of the character’s next action). 

                A character who is running at full speed can make a desperate charge attack at the end of his or her movement.  Such an attack is made with a -8 penalty to attack, and a -4 penalty to AC, but any damage bonuses apply normally.  This ends the characters action.

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raion
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Time:2007-05-03 02:20 pm (UTC)
good stuff..
is there a relevant feat for offensive fighting?
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artemissgk
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Time:2007-05-03 05:01 pm (UTC)
yes actually, though the name is under revision. there was an original plan for a three feat set as far as major combat feat chains. Combat Expertise, Defensive Fighting, and Power attack, accentuating hit rolls, AC, and damage respectively, but i decided the difficulty in remembering that combat expertise no longer provided an AC bonus, now defensive fighting did, and combat expertise provided a bonus too hit, an so on...
...too much. so now expertise and power attack do what they do, and the attack feat doesn't have a good name. suggestions would be welcome as right now im calling it the 'hit-you' feat
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[icon] Misc. Combat Stuffage!!!! - Musings of Mine
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