changes to warrior type combat

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Briek
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changes to warrior type combat

Post by Briek » Sun Sep 02, 2012 9:41 pm

Can I suggest:

Bringing parry more into play in fights with a slightly higher sensitivity, then taking out -riposte- to bring in -counter attack- with the main change being that it would be available for all weapons.

raising shieldwork's sensitivity slightly and including a chance based on your shieldwork skill to invoke an automatic shield bash

also:

I suggest changing the kick skill slightly to give it a chance of unbalancing your opponent. *to counter act the increased potential I suggest making kick then subject to an AOO*
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Re: changes to warrior type combat

Post by Tarven » Sun Sep 02, 2012 9:58 pm

Briek wrote:Can I suggest:

Bringing parry more into play in fights with a slightly higher sensitivity, then taking out -riposte- to bring in -counter attack- with the main change being that it would be available for all weapons.

raising shieldwork's sensitivity slightly and including a chance based on your shieldwork skill to invoke an automatic shield bash

also:

I suggest changing the kick skill slightly to give it a chance of unbalancing your opponent. *to counter act the increased potential I suggest making kick then subject to an AOO*
I was under the impression this move was an effort to get closer to SRD, not further away? Seriously, I don't see fighters, especially, as needing any more advantages.

Also, have you looked at the parry help file recently? I believe it was updated.
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Gwain
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Re: changes to warrior type combat

Post by Gwain » Sun Sep 02, 2012 10:03 pm

Briek wrote:Can I suggest:

Bringing parry more into play in fights with a slightly higher sensitivity, then taking out -riposte- to bring in -counter attack- with the main change being that it would be available for all weapons.

raising shieldwork's sensitivity slightly and including a chance based on your shieldwork skill to invoke an automatic shield bash

also:

I suggest changing the kick skill slightly to give it a chance of unbalancing your opponent. *to counter act the increased potential I suggest making kick then subject to an AOO*
Even though these differ from table top rules, I see a lot of merit in them. I'd welcome these changes for fighters, I think they offer a unique experience. Keep up the good work. I like the changes to parry and riposte especially.
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Re: changes to warrior type combat

Post by Althasizor » Sun Sep 02, 2012 10:34 pm

I'm not really for the riposte change. It's one of the bigger advantages to wielding a piercing weapon, and getting the same thing with a greatsword when at the moment fighters are already very powerful strikes me as a bit... Much.

As for shield work, all I can say is that an automatic shield bash seems a bit much, again.

The kick suggestion though sounds interesting, if a chance of unbalancing the user was included on an unsuccessful kick.
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Re: changes to warrior type combat

Post by Tarven » Sun Sep 02, 2012 10:49 pm

Well, wasn't there a thread recently about how riposte isn't working, in general, currently? I think it should be left out.

Fighters already get more attacks than they should be allowed. Plus, with so many things now incurring AoO (which happens at base attack bonus, btw), such as picking up weapons after getting disarmed, I don't think another way to do damage should be in a fighter's repertoire.

I admit, the kick thing is an interesting premise. What would causing someone to be put off balance do, exactly? Deny dex bonus to AC?

But the other things, including limiting extra actions (such as kick, bash, gouge, etc), I think were a step in the right direction. Especially given that casting spells is now a standard action (meaning you don't get to cast and attack in the same round).

Melee types already have a logistic advantage here in FK. Until efforts are made to balance that simple fact out, I don't think 'improvements' to melee classes are called for.
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Re: changes to warrior type combat

Post by Baeus » Sat Apr 19, 2014 11:07 pm

Kick
In unarmed combat you could look at kicks as a way to either keep an opponent at a distance that’s trying to close or clinch OR as a means of quickly striking before they can get in range of an attack of their own. In short they help to control the positions between opponents, which alters how they can be hit. In armed combat I see kicks as both a follow-up attack after defensively feinting with a parry or shield block and as a way of knocking an opponent off balance.

Kick – This skill allows the combatant to deliver an attack causing unarmed damage and knocking the target off balance. If struck the target must make a reflex save or suffer a -2 to all attacks for two rounds. This skill provokes an attack of opportunity and is the only action the user may initiate during their round. This effect is not cumulative with additional kick attempts made before the initial duration ends (places a staggered condition on the target).

Synergy: Characters with the feat, “Weapon Finesse” may substitute their strength stat modifier with that of their dexterity for the purposes of the saving throw DC and the initial to hit of the kick.

Improved Kick – (Prerequisites: Level 15, Kick skill to journeyman) This skill is similar to the skill, “Kick” except the attacker does not provoke an attack of opportunity. In addition, upon a failed dex save the target suffers a -2 to hit and all defenses.

Synergy: Characters with the feat, “Weapon Finesse” may substitute their strength stat modifier with that of their dexterity for the purposes of the saving throw DC and the initial to hit of the strike.
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Re: changes to warrior type combat

Post by Timaeus » Sun Apr 20, 2014 10:13 pm

Baeus wrote:Kick
In unarmed combat you could look at kicks as a way to either keep an opponent at a distance that’s trying to close or clinch OR as a means of quickly striking before they can get in range of an attack of their own. In short they help to control the positions between opponents, which alters how they can be hit. In armed combat I see kicks as both a follow-up attack after defensively feinting with a parry or shield block and as a way of knocking an opponent off balance.

Kick – This skill allows the combatant to deliver an attack causing unarmed damage and knocking the target off balance. If struck the target must make a reflex save or suffer a -2 to all attacks for two rounds. This skill provokes an attack of opportunity and is the only action the user may initiate during their round. This effect is not cumulative with additional kick attempts made before the initial duration ends (places a staggered condition on the target).

Synergy: Characters with the feat, “Weapon Finesse” may substitute their strength stat modifier with that of their dexterity for the purposes of the saving throw DC and the initial to hit of the kick.

Improved Kick Feat – (Prerequisites: Level 15, Kick skill to journeyman) This skill is similar to the skill, “Kick” except the attacker does not provoke an attack of opportunity. In addition, upon a failed dex save the target suffers a -2 to hit and all defenses.

Synergy: Characters with the feat, “Weapon Finesse” may substitute their strength stat modifier with that of their dexterity for the purposes of the saving throw DC and the initial to hit of the strike.
This I would leave pretty much as you have outlined except for the Weapon Finesse feat synergy. Again, it would only substitute your dex modifier for purposes of the to hit roll instead of a strength modifier. The damage bonus would remain strength based the same as the way Weapon Finesse Feat applies to weapons.
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