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Author Topic: Major Rules Changes (Clarion Quietus)  (Read 12935 times)
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Doomed Hero
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« on: May 24, 2010, 07:39:11 PM »

Summery

These additional rules make the game more complex, true. They also add a great deal of grittiness and player-control over the game.

The combination of the Defense Bonus system, the Armor as DR system and the Hit Location system means that your character will be a bit harder to hurt. It also means that where you get hit, and with what, becomes extremely important.

Conversely, the Wounds system and the Damage Threshold system means they when your character does take damage, they have a good chance of really noticing. All of a sudden a 5th level fighter doesn't just go toe to toe with an ogre shrugging off 20 point hits. Ogres hit hard. Bones break. Fight smarter, or die. Fear the Vardatch. It is designed to do one thing very well, and under this system, it does.

The Action Point system and the Karma system are there to give players the ability to shape the course of the game. Karma checks can change the battlefield significantly, action points can change the outcome of rolls significantly. With these two mechanics in place heroes can do very heroic things.
« Last Edit: June 10, 2010, 05:31:33 PM by Doomed Hero » Logged

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« Reply #1 on: May 24, 2010, 07:54:22 PM »

Vitality and Wounds

Click here for full page from the SRD.

Basics-

Vitality points represent superficial damage. Vitality and Hit points are numerically the same with no difference in how they are gained. Your Hit Dice remains the same.

Wound points represent life-threatening injury. Normal damage reduces wound points only after all vitality points are gone, or when a character is struck by a critical hit. A character has a number of wound points equal to her current Constitution score.

Critical Hits
A critical hit deals the same amount of damage as a normal hit, but that damage is deducted from wound points rather than from vitality points. Critical hits do not deal extra damage; for that reason, no weapon in this system has a damage multiplier for its critical hits.

Any critical hit automatically overcomes a creature’s damage reduction, regardless of whether or not the attack could normally do so. The exception to this is Armor, which still functions as normal.

Most weapons retain their normal critical threat range. If a weapon normally has a critical multiplier greater than ×2, the weapon’s threat range expands by 1 point per additional multiplier

Nonlethal Damage
This system doesn’t differentiate between lethal and nonlethal damage. Attacks and effects that normally deal nonlethal damage reduce vitality points, except on a critical hit, in which case they reduce wound points.

0 Vitality Points
At 0 vitality points, a character can no longer avoid taking real physical damage. Any additional damage he receives reduces his wound points.

Taking Wound Damage
The first time a character takes wound damage—even a single point—he becomes fatigued. A fatigued character can’t run or charge and takes a -2 penalty to Strength and Dexterity until he has rested for 8 hours (or until the wound damage is healed, if that occurs first). Additional wound damage doesn’t make the character exhausted.

In addition, any time an attack deals wound damage to a character, he must succeed on a Fortitude saving thow (DC 5 + number of wound points lost from the attack) or be stunned for 1d4 rounds. (During that time, any other character can take a standard action to help the stunned character recover; doing so ends the stunned condition.)

0 Wound Points
Wound points cannot drop below 0; any damage that would cause a character’s wound point total to drop below 0 simply causes the character to have 0 wound points.

At 0 wound points, a character is disabled and must attempt a DC 15 Fortitude save. If he succeeds on the save, he is merely disabled. If he fails, he falls unconscious and begins dying.

Dying
A dying character is unconscious and near death. Each round on his turn, a dying character must make a Fortitude save (DC 10, +1 per turn after the first) to become stable.

If the character fails the save, he dies.

If the character succeeds on the save by less than 5, he does not die but does not improve. He is still dying and must continue to make Fortitude saves every round.

If the character succeeds on the save by 5 or more but by less than 10, he becomes stable but remains unconscious.

If the character succeeds on the save by 10 or more, he becomes conscious and disabled.

Another character can make a dying character stable by succeeding on a DC 15 Heal check as a standard action (which provokes attacks of opportunity).

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« Reply #2 on: May 24, 2010, 09:01:30 PM »

(This will seem complex at first, but I promise you that it greatly increases the realism, tactical choices and tension of the game. As I will be handling the rolls, you only really have to understand how Favoring and Called Shots work. {think of Favoring as the opposite of a Called Shot instead of choosing where you're hitting, you are choosing where you get hit}

Hit Location Rules:

For each attack made, the location of the attack will be determined randomly with a d10 roll. A character may take a -5 penalty to his attack to make a Called Shot, which allows them to choose their target location.

Weak Points: For most creatures, the Head is the weak point, but in some rare cases other areas are more effective striking zones (such as a vampire's heart). In such cases, a "head" result is considered to be a "weak point" result if it would be more beneficial to the attacker.

Favoring- As a Free action you may choose to make yourself easier to hit in order to influence where you get hit. You take a -2 penalty to your AC, and announce what area you are favoring. If that area would be hit, you may instead attempt to take the blow on an another area. You roll against your opponents' CMD, and if successful, you take the blow with a different part of the body.

Common sense must be used here, but as a general rule this chart will show what area Favors another.

Original            New
Hit Location     Hit Location

Head-             favors to Arms (either, player's choice)

Leg-               favors to Other Leg (or same side arm, if kneeling)

Torso-            favors to Arms (either, player's choice)

Arm-              favors to Torso


Shields: Shields are designed for Favoring. It's what they do in real life, and these rules try to emulate that. Basically, a shield is a very effective defensive tool, but heavy blows can wear down and break a shield.

Shields grant their normal AC bonus, which in most cases negates the penalty for Favoring. In addition, they increase the "range" you can Favor with your arm.

Shields grant additional DR when favoring. This bonus is only granted when you successfully Favor. if the opponent simply hits the shield arm on purpose the blow is assumed to have snuck behind the shield.

A buckler has no increased defensive range. Wooden bucklers grant DR 5. Metal bucklers grant DR 6

A medium or large shield can favor the shield-side leg in addition to the head and torso. Wooden medium or large shields grant DR 8. Metal medium or large shields grant DR 12.

A tower shield can Favor the entire body and grants DR 15.

If a weapon deals damage greater than the shield's DR, the shield becomes damaged. If a shield takes a number of damaging blows equal to it's AC bonus it is destroyed. Sunder attempts against a damage shield gain a +1 bonus per damaging blow it has taken.

Damaged Shields can be repaired with Craft: Armorsmithing at a DC equal to the one to create the shield.

Iron Stance-  Same as Favoring, except more so. By taking a -5 penalty to your Armor Class you may be considered Favoring no matter which Hit Location is rolled allowing you to move the location of the hit as if you had announced you were favoring that area. This stance grants additional DR 1, everywhere.

Favoring against Called Shots- If an attacking character makes a Called Shot against a Favoring opponent, they make a CMD check against the Defender. If they succeed, the defender does not get the benefit of Favoring.

Damage Thresholds

Each Hit Location has a Damage Threshold which indicates the amount of damage it can take in one blow without severe injury.

Damage Thresholds are a fraction of the character's maximum Vitality points (see chart below). Round up when calculating a Hit Location's Damage Threshold.

Hit Location Chart

1) Head (Threshold= 15% of maximum Vitality)
2-4) Torso (Threshold= 50% of maximum Vitality)
5) Right Arm (Threshold= 20% of maximum Vitality)
6) Left Arm (Threshold= 20% of maximum Vitality)
7-8) Right Leg (Threshold= 25% of maximum Vitality)
9-10) Left Leg (Threshold= 25% of maximum Vitality)

If a location takes more damage from a single attack than the listed Wound Threshold, the spill-over from that attack goes straight to Wounds.

If an area takes twice it's threshold in damage, they take Threshold Penalties. These penalties persist until the character's Wound Points fully recover.

If an area takes three times it's threshold in damage, that area is rendered useless. (in the case of a head wound, if the character is still alive, they are comatose until their Wounds heal)


Threshold Penalties: (all threshold penalties are cumulative, and stack with other penalties)

Legs = 1/2 move

Arms = -4 Str penalty. -4 Dex penalty when using that arm.

Head = -4 to all Skill Checks and -2 to Saves



Example: Johanus has 50 vitality points when he is completely healthy.  He is struck in the head by an orc. His head has a Threshold of 8 (20% of 50, rounded up). It deals 10 points of damage through his armor. He takes 8 Vitality and 2 Wounds and is Fatigued. He makes his DC 7 Wound save (DC 5+total wound damage) and succeeds. He his hurt and winded from the blow but otherwise fine.

The next round he is hit in the head by an ogre. It deals 15 points of damage through his armor. He takes 8 Vitality and 7 wounds. He makes his DC 14 Wound save (DC 5+ total wound damage) and makes it. Unfortunately his arm has now taken 25 total points of damage (10 the last round, 15 this round) which is more than three times his threshold. His arm is broken by the blow.
« Last Edit: May 25, 2010, 01:59:38 PM by Doomed Hero » Logged
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« Reply #3 on: May 24, 2010, 09:06:09 PM »

Fumbles

If you roll a 1 on an attack roll, you must immediately make a DC 15 Dexterity check or Fumble.

The severity of a Fumble is randomly determined, as are the exact effects.

If you roll a 1 on a Save, you are effected even more powerfully than you otherwise would. (GM's discretion)

If you roll a 1 on a Skill check, you must make a DC 15 Intelligence check. If you fail, you make a terrible mistake and don't catch it as you're doing it. This can lead to Tumbling directly into an attack (acrobatics), , getting horribly lost (survival), gathering poisonous herbs (survival) or completely ruining materials (craft).

« Last Edit: May 25, 2010, 12:23:49 AM by Doomed Hero » Logged
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« Reply #4 on: May 25, 2010, 09:08:13 AM »

Defense Rules


Defense Bonus

Click Here for full SRD entry

Being more armored doesn't make you harder to hit. Being more Awesome makes you harder to hit. Awesomeness in Pathfinder is measured in terms of Character level. As such, when you go up in level, you get harder to hit. Consult the link.


Armor as DR

Click Here for full SRD entry

Short version- Armor grants about 1/2 it's bonus as AC and 1/2 as DR. Consult the table in the link for specifics.


Peacemail Armor

Tied closely with the Hit Location rules, this system keeps track of the DR of each of the six body parts. For a full suit of armor, this will be easy. It'll be a uniform DR all over. It's likely that you won't have a full suit of armor at first. You'll just have whatever you've managed to scrounge together.

Because we're keeping track of armor values on separate locations, the rules for how much AC, Spell Failure, Armor Check Penalty, and Max Dex Bonus and Movement Reduction are a little wonky. I have the formula, but it's complicated and won't really matter to you. I'll take care of it in the event that your character is wearing platemail on his left arm and leg and naked everywhere else, like a roman gladiator, or some other such oddness.

Head Armor

Helmets are good things. You like them. Being hit in the head by a weapon is a fast track to being dead. That being said, helmets are kind of a pain in the ass.

In this game Helmets grant Fortification (chance to resist crits) in addition to it's usual DR based on it's armor category. (10% for light, 15% for medium, 25% for heavy) Unfortunately, helms also apply their Armor Check penalty to Perception.


Armor Types

Armor does different things against different weapons. Anyone familiar with these things will agree that chainmail is very effective at stopping a sword blow. Less so against a spear.

Think of this system as Rock-Paper-Scissors, with certain armors being more or less effective against certain weapon types. The game comes with the weapon classifications already, this system just puts them to greater use.

Using this system, characters will be forced to pay attention to what their enemies are armed and armored with, and will have to change their tactics accordingly. Seasoned warriors will learn why it is important to carry more than one type of weapon. Against a lightly armored scout, that longsword will be just fine. Against the Legate in full plate, that longsword might not be so effective. Good thing you carry around that heavy spike-covered flail.

Armor Strengths

All armor is strong against one damage type, and weak against another. Against the Damage Type they are strong against, the armor offers 1.5 the normal DR. Against the Damage Type it is weak against, it offers .5 the normal DR. In the case of fractions, these values are always rounded up.


Soft Armor (padded, leather, hide, chain), strong against Slashing, weak against Bludgeoning

Composite Armor (studded leather,  scale mail), strong against Piercing, weak against Slashing

Rigid Armor (plate), strong against Bludgeoning, weak against Piercing




The easiest way of keeping track of these added complications is to have a DR/Damage Threshold table that looks like this (using a Dorn warrior with 50 HP wearing parts of other armor suits he's managed to scavenge as an example.)

Body AreaArmor TypeBludgeon DR    Pierce DR    Slash DR    Damage Threshold
1) Headnone0008
2-4) TorsoBreastplate (Hard)52325
5) Right ArmLeather Armor (soft)11210
6) Left ArmLeather Armor (soft)11210
6) Right LegStudded Leather (composite)12113
6) Left LegStudded Leather (composite)12113


Here's the code for that table for you to copy into your character sheets.

Code:
[table]
[tr][td]Body Area[/td][td]Armor Type[/td][td]Bludgeon DR    [/td][td]Pierce DR    [/td][td]Slash DR    [/td][td]Damage Threshold[/td][/tr]

[tr][td]1) Head[/td][td]none[/td][td]0[/td][td]0[/td][td]0[/td][td]8[/td][/tr]

[tr][td]2-4) Torso[/td][td]Breastplate (Hard)[/td][td]5[/td][td]2[/td][td]3[/td][td]8[/td][/tr]

[tr][td]5) Right Arm[/td][td]Leather Armor (soft)[/td][td]1[/td][td]1[/td][td]2[/td][td]10[/td][/tr]

[tr][td]6) Left Arm[/td][td]Leather Armor (soft)[/td][td]1[/td][td]1[/td][td]2[/td][td]10[/td][/tr]

[tr][td]6) Right Leg[/td][td]Studded Leather (composite)[/td][td]1[/td][td]2[/td][td]1[/td][td]13[/td][/tr]

[tr][td]6) Left Leg[/td][td]Studded Leather (composite)[/td][td]1[/td][td]2[/td][td]1[/td][td]13[/td][/tr]
[/table]


Special Weapons (such as Picks and Poniards) may be strong against all Armor types

Weapons with multiple simultaneous weapon types (such as a morning star) are considered to be whatever type of damage the armor is weakest against.

Weapons that can do either-or damage types (such as a Vardatch) must be announced which type of damage it is employing.


Armor Degradation

When hit by particularly powerful blows, special weapons, or certain spell effects, armor may become damaged. When this happens, the effective DR of that armor is reduced by 1. In most cases a Craft: Armorsmith roll (DC based on the severity of the damage) is sufficient to repair it.

These rules are entirely at the GM's discretion.
« Last Edit: October 17, 2011, 05:21:12 PM by Doomed Hero » Logged
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« Reply #5 on: May 25, 2010, 09:55:52 AM »

Action Points

Clich here for full SRD entry

Everyone starts with 5 and gain 5+1/2 their level each time they level up. You can have a maximum number of action points equal to your level+ 10. (Tough luck if you don't use them and then level up unexpectedly. You just lose the excess.)

I will grant action points as rewards for particularly awesome things, or as a "gimmee" for extremely bad luck (a nasty fumble might earn an action point, for example)

The Wounds system and the Hit Location system add a couple additional uses for action points to the normal list.

Negating a Wound- An action may be spent whenever you take Wound damage to instead take that damage to Vitality. (This assumes you have enough Vitality to take the damage). This is done during your turn, after all the usual Wound effects take place. In game, this can be explained as something like "The warrior somehow manages to shake off that savage blow" or "I was worried there, but it's not as bad as I thought it was"

Double DR- You may spend an action point to double the DR value of your armor against one opponent for one round. (Combined with some decent armor and Iron Stance, this can be pretty impressive)

Instant Karma- You may spend an Action point to automatically succeed on a Karma check. (See below for rules on Karma)
« Last Edit: May 25, 2010, 10:09:11 AM by Doomed Hero » Logged
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« Reply #6 on: May 25, 2010, 10:07:42 AM »

Karma

Karma is like an attribute that helps you shape your character's surroundings. There are always questions that are not covered by a GM's description. When those come up, Karma tends to answer them.

For example, if the GM describes a chandelier in the ball room where your swashbuckler is cornered, you might ask "Where is the rope tied?", hoping to cut it and bring it crashing down on the guards. The GM rolls your Karma. If you roll well, luck is with you. The rope is tied a few feet away, easily within sword reach. If you roll poorly, fate is fickle and the rope is anchored on the other side of the room.

Making a Karma check is exactly like making an Attribute check. You simply roll a d20 and add or subtract your modifier.

The interesting thing about Karma is that it is mercurial. When a player succeeds on a Karma check, their Karma score decreases by 2. When they fail a Karma check, their Karma increases by 2. (This always alters the modifier added to the d20 roll for the next Karma check.)

That means that no winning streak lasts forever, and every loser gets a break every once in a while.

Luck bonuses from any source are always added to Karma checks.
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« Reply #7 on: May 25, 2010, 02:08:15 PM »

Clarifications of Favoring and Called Shots.

Basically how it works is that favoring can trump normal attacks, and called shots can trump favoring.

Here's an example-

Thog the Orc is using a shield and Favoring with it. Thomas is trying to hit Thog in the head. Thomas takes the -5 penalty to hit and swings for the fences. He hits, and the Called Shot is successful, except that Thog raises his shield. Thog makes a Combat Maneuver check against Thomas' CMD and succeeds. Normally this would be the end of it. Thog would take it on the shield and probably be fine, but Thomas made a Called Shot. He counters Thog's CMD check with his own, and also succeeds. His Called Shot snakes past the shield and connects with Thog's skull.

I understand that this is a lot of extra rolling. In tabletop games this is the one rule in the set I'm using that seemed to slow things down the most. (it didn't come up often though, lucky enough)

In this game, I'm handling the rolls. Since Favoring and Called Shots are all declared actions, I just roll it all at once and post the results. I don't anticipate any slowing of the game for that.

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« Reply #8 on: June 15, 2010, 11:27:24 PM »

Defense Rules


Defense Bonus

Click Here for full SRD entry

Being more armored doesn't make you harder to hit. Being more Awesome makes you harder to hit. Awesomeness in Pathfinder is measured in terms of Character level. As such, when you go up in level, you get harder to hit. Consult the link.


So would a defender use column A or D? Or would they use the AC bonus listed in their class description in Midnight 2E?
« Last Edit: June 15, 2010, 11:31:54 PM by TwiceBorn » Logged

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« Reply #9 on: June 16, 2010, 01:34:03 AM »

Defenders used D like fighters, and yes, they gain teh bonus. They aren't going to wear armor, so getting hit is going to suck even more for them. they should have the highest AC bonus' in the game.
« Last Edit: June 16, 2010, 08:03:26 PM by Doomed Hero » Logged
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« Reply #10 on: July 09, 2011, 08:21:01 PM »

How Karma works-

Karma can effect anything that is unspecified. Any time you want to ask about a detail, simply say that you'd like to make a Karma check regarding the outcome of what you're asking about. The result of the Karma check will determine the positive or negative in-game effect.


Example:

Dorin: "We're in a ruined dwarven barracks. Can I roll Karma to see if there are any tables nearby that I can upend for cover?"

DH (Possibility 1): "You got a 20 on your Karma check, that's a full success. There's a table within a 5' adjustment of you and it's thick enough for protection but light enough for you to move with minimal effort. Lower your Karma by 2."

DH (Possibility 2): "You got a 15 on your Karma check, that's a partial success. There's a table but it's either up against the wall on the other side of the room, or 5 feet away but bolted to the ground and will need a decent strength check to rip free. Your choice. Lower your Karma by 1"

DH (Possibility 3): "You got a 10 on your Karma check, that's a neutral success. There's a table 30 feet away and it's bolted to the ground. You'll need to roll a strength check to rip it free of it's moorings. Your Karma remains the same."

DH (Possibility 4): "You got a 5 on your Karma check, that's a partial failure. There is a table, but it's 30 feet away, bolted down and rotten. It will break line of sight but won't really stop much that's aimed at it. It has 5 HP and a hardness of 2. Raise your Karma by 1."

DH (possibility 5): "You got a 1 on your Karma check. That's a Full failure. There is nothing that would make suitable cover in the room. Raise your Karma by 2."



Because Karma is basically an attribute check, it is possible to get more than 20 or less than 1, in which case the results will be suitably dramatic.

It is important to note that if your Karma is low, the only way to raise it is to take risks. Failure on a Karma check raises your Karma.

Players who manage to get their Karma scores fairly high often choose not to use their Karma because they're saving it for a particularly important roll. That's a valid choice. (like saving a potion of heroism for when it really matters or something like that) but it's important to remember that Karma is a renewable resource, and I also grant Karma for doing things that are good-natured at your own expense, and I lower Karma for doing things that are selfish. (You know, the way Karma is supposed to work in the real world)

Keep in mind that this is an incentive to be heroic, but that having your Karma lowered is not a terribly big punishment. All it really means is that your next desire is less likely to come out the way you'd like it, and that will raise your karma. It's a very short lived punishment.

Villains, of course, work the opposite way. Izrador rewards villainy, so revel in your badness.

Any questions?
« Last Edit: July 09, 2011, 10:34:22 PM by Doomed Hero » Logged
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« Reply #11 on: September 10, 2011, 11:59:26 PM »

Are you going to be making any rules changes to called shots, piecemeal armor, or vitality and wounds now that they are in a pathfinder book, namely Ultimate Combat?
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« Reply #12 on: September 11, 2011, 01:34:05 AM »

Once I get a copy I'll let you know.
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« Reply #13 on: August 18, 2012, 02:49:40 PM »

So I was just discussing the idea of trying to capture someone alive in this system and realized that it's very difficult to do so without nearly killing them first since there is no longer non-lethal damage.  Barring them surrendering or the use of magic, how would someone go about taking someone alive who didn't want to be captured without putting them at death's door?  Or is that the only option for a non-magic character?
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« Reply #14 on: August 18, 2012, 03:07:46 PM »

What do you mean "no longer non lethal damage"?
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« Reply #15 on: August 18, 2012, 03:25:22 PM »

Vitality and Wounds


Nonlethal Damage
This system doesn’t differentiate between lethal and nonlethal damage. Attacks and effects that normally deal nonlethal damage reduce vitality points, except on a critical hit, in which case they reduce wound points.



From what I understood, the system we're using doesn't have non-lethal damage.  Taking a punch from an untrained farmer or a thug with a club does the same thing to your vitality points.  Then when you're out of vitality you just start losing wound points when you get hit, regardless of what you're hit by.
« Last Edit: August 18, 2012, 03:34:01 PM by Luiniel Blades » Logged
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« Reply #16 on: August 18, 2012, 04:33:02 PM »

Ah, I see.

Well, we'll just have to take it case by case. With this system plus the increased death's door, it's easier to hurt someone but a lot harder to kill them.

I'd say that certain types of straight-to-wounds damage, like using a Sap against an unaware target, can knock someone out.

Basically, Non-Lethal damage only matters when it's being done to Wound points. Anything that deals non-lethal damage deals Virality damage. If a character has no Vitality, or the attack would normally do Wound damage instead, it deals a Non Lethal Wound instead and is tracked separately.
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« Reply #17 on: August 18, 2012, 06:51:04 PM »

Ah ok, that answers that question.
« Last Edit: August 19, 2012, 04:53:10 PM by Luiniel Blades » Logged
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« Reply #18 on: May 04, 2013, 06:59:22 PM »

So I was just looking over the Critical hit system. In the way you currently have it written, Critical hits go to wounds and any weapon with an increased multiplier, i.e. x3 for Bows, spears, and axes becomes a 19-20. While a scythe or a picks x4 critical becomes a 18-20 hit to wounds. In this way a weapon will only ever do its base damage to a target.

What about Wildlanders Hunters strike ability? "Once per day at 4th level, the wildlander may inflict double damage with any successful melee or ranged weapon attack, as if he had succeeded at a critical hit with a x2 multiplier. If a hunter's strike is applied to a confirmed critical hit, the damage is not doubled; instead, damage is dealt as if the critical multiplier of the weapon were one higher. The wildlander must decide to use the hunter's strike after the attack roll is made but before damage is rolled."

I could easily see this ability changing a regular attack into a critical attack that would go straight to wounds, but since you can decide after the attack roll is made, what if you decide to use it on a rolled critical. Does this ability bypass the normal rules you have set up and do double damage?
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« Reply #19 on: May 06, 2013, 11:54:47 PM »

Hmm. Good niche case.

I think I'd just rule that Hunter's Strike can't be used on a rolled critical. Double Damage to wounds is just too darn nasty.
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Luiniel Blades
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« Reply #20 on: May 07, 2013, 05:53:04 PM »

Alright, I'm just going to follow this niche to its conclusion.

So just to clarify, using a Hunters strike makes a hit into a critical hit regardless of what number is rolled, so long as it actually hits. Right?

If somebody followed the Hunters strike tree to its endgame, would this do Double damage on a hit to their Master Hunter foe?

True Aim (Requires Skill Mastery: Spot and Hated Foe): The wildlander has become a deadly killer of his chosen prey. When he gains this trait, he must choose one creature type for which he has chosen the master hunter trait. Whenever he uses his hunter's strike ability against a creature of that type, the attack is considered to be a critical hit with a x3 multiplier. If the attack was already a critical hit, the multiplier of the critical hit is increased by 2.

In Pathfinder, pretty much any Class with a special ability list, has an option for picking up more talents by spending Feats. Examples: Extra Rogue Talent, Extra Rage Power, Extra Discovery, Extra Revelation ect.  

1.)Are the same options available for Defenders and Wildlanders?

Following that line of thought; there are the Feats that grant the ability to do more of something you could only use so many times a day. Example: Extra Bard Song, Extra Channel, Extra Gift, Extra Smite, ect.

2.) Could there be feats to expand the use of Abilities like Stunning Fist and Hunters Strike?

These questions are mainly for Higher level characters who either want to get to their niches' earlier or who decide to multi-class and don't want to completely abandon their earlier builds to stagnate because they didn't take more levels of that class.
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Doomed Hero
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« Reply #21 on: May 08, 2013, 12:33:42 AM »

As stated when I chose these additional rules, some abilities will need tweaking. I'll take each one in a case by case basis as they come up. Some playtesting may be necessary.

The wildlander and defender will be getting a pathfinder overhaul, and options like that will be included. Unfortunately I just don't have enough time to work on these things as I used to. I haven't abandoned it though. Don't worry.
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