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1

While I agree with the excellent answers so far, I feel that the complexity of the math has not been addresses quite yet. For every combination of AC, damage and to Hit, you would have to calculate Damage = (AC-AttackBonus)/20 * (maxDmg+minDmg)/2 Not taking into account damage reduction (see Envision's answer) Think of a simple fight between 4 PCs and 3 ...


3

I believe there would be several unusual side effects from trying to use this sort of averaging system. There are also several circumstances unaffected or unconsidered by this change. Firstly, any attack that has an unusually high chance of hitting will do a commensurately-higher amount of damage under this system. Any attack that targets touch AC will ...


5

Maybe most importantly, consider the effects on the fun of combat. You mentioned the absence of critical hits; I'll say from experience that finishing the fight against the Big Bad Evil Guy with a critical hit is one of the most satisfying ways to end a battle. On the other hand, the most exciting part of combat shouldn't be "roll a 15 and hit or roll a 14 ...


14

The suggested mechanic uses similar maths that optimisers use to build combat-focussed characters. Also White Dwarf magazine presented an optional Monster Mark system of experience built around expected damage to a standardised fighter (I think this may even of made it into a TSR product, but I may be mis-remembering). In the unmodified game, there are lots ...


1

Here is an example of play that I think will help: Crap, I didn't know Orcs were prone to riding horses. They are coming up on our tail fast, and here we are with no bows. Well a least we have this cart full of stuff from that alchemist shop. I'll keep the horses running you start throwing bottles. What are you doing back there? Preparing ...


4

As always in a role playing game awesomeness is highly depending on expectations. Your own, and that of your players. You should make a balance between them unless you totally agree. A good clue for you players expectation should be the characters design process or at least the choice of characters. This is why I always prefer to let the players design ...


2

Don't Worry About It That entry on the Table: Actions in Combat really is for preparing splash weapons that need to be prepared, and the action that needs to be taken to do so really is only for preparing those splash weapons that actually say they take full-round actions to prepare. Proving a negative ("Alchemist's fire doesn't take a full-round action to ...


7

The rules are behind walls of text and part of a rules salad, but A Creatures Doesn't Get More Than Four Attacks from Its Base Attack Bonus In the sidebar Behind the Curtain: A Limit to Attacks and Saves, the Dungeon Master's Guide says, in part, After 20th level, your base attack bonus never improves. You gain epic bonuses and other bonus on your ...


0

It's the first option. The rules for Multiweapon Fighting make it clear that one hand is the primary hand and all the others are off hands with the following statement. (It has one primary hand, and all the others are off hands.) Any other place in the rules that an off hand is mentioned, for example, in the following excerpt from the Two Weapon ...


0

2.) The feat simply replaces the two-weapon fighting feat, and thus creatures with more than 2 arms just can't take two-weapon fighting and must instead take multiweapon fighting. By extension, they can not benefit from any of the other two-weapon feats, because they all have two-weapon fighting as a prerequisite, which can not be taken by a creature with ...


-1

You can use natural weapons as part of Flurry of Blows with the Feral Combat Training feat. As the Paizo FAQ states: "Feral Combat Training allows you to use the selected natural attack as if it were a monk weapon". [Source] Though, I'm not sure how the natural weapon (of say 2d6 with INA, which would apply in this case) would scale with the unarmed damage ...


6

No tool like this exists for Rogue Trader... I spent about half an hour searching around on google, forums, and the official Rogue Trader site to see if there was anything approaching what you described and there is not. In fact the only tool of any kind I could find was for star system generation (and everything within) However, you shouldn't be the one ...


-1

There is a solution(of sorts) that involves going back to 3.5 rules(from which Pathfinder evolved). They can be found in Here under the section on Non-Epic General Feats. Improved Multiweapon Fighting [General] Prerequisites: Dex 15, three or more arms, Multiweapon Fighting, base attack bonus +9. Benefit: In addition to the single extra attack a ...


3

Diaspora has an excellent space combat system that is non-trivial, but is still relatively fast to play. Ships are all represented as characters with several skills and stress tracks. Ship crews are important because use of ship skills is limited or amplified by the associated crew skill. If a ship has a Beam skill of 4, but it's gunner has only a ...


1

No If you want to deliver a touch spell you need to spend one attack to make a touch attack. Any attack that happens to involve touching your opponent is not enough to deliver the spell. This is proven by the rules explicitly talking about using natural attacks or unarmed strikes to deliver spells, but never talking about combat maneuvers being able to do ...


1

After reading this question here about maneuvers within attacks of opportunity and its chosen answer, as well as this rule from the prd: When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or ...


-1

By RAW, I believe option 2 is the current correct answer. If a creature has 3 or more arms, it cannot take the Two Weapon Fighting Feat, and can only take the Multiweapon Fighting Feat. No other feats use Multiweapon Fighting as a prerequisite, meaning most of the standard Two Weapon Fighting options are not at all available to creatures with 3 or more arms. ...


12

The first option In my opinion, the first option is the most likely interpretation of the rules as written, probably what the authors were going for, and the best way to run things at the table. Multiweapon Fighting does exactly the same thing as Two-Weapon Fighting, it just affects more weapons. So if you have more than two weapons, you use Multiweapon ...


14

From RAW When a creature’s hit points drop below 0, it becomes unconscious. When a creature’s hit points reach a negative total equal to its Constitution score, it dies. -- Core, page 12 under 'Hit points' 'Creature' would imply that the rules effect everyone. Although there are some exceptions, such as Undead and Constructs Not at risk of death ...


1

Depends on the enemy. Undead "die" when they reach to 0 HP, summoned creatures vanish when they reach to 0 HP, etc. But most natural creatures (like humanoids) just fall unconscious when their HP goes below 0. If the HP reaches exactly 0, then they are disabled. If a creature performs a standard action it takes one more point of damage. You can read more ...


5

All characters and enemies follow the same conditons rules. The character's hit points are reduced to a negative amount equal to his Constitution score, his Constitution drops to 0, or he is killed outright by a spell or effect. The character's soul leaves his body. Dead characters cannot benefit from normal or magical healing, but they can be restored to ...


6

I don't think there are any rules for falling onto someone, so it is to the DM's discretion. Page 42 of the DMG has suggested guidelines for actions the rules don't cover, including suggestions for bonus modifiers during favourable circumstances. So it's really is up to the DM to decide what are the precise consequences of this. I think that the main factor ...


2

'drop from the air axe first' - sounds like a charge, and could be treated accordingly (no damage bonus, +1 to hit). In any case, if you're playing 4e RAW, then the PHB list of combat actions is exhaustive and there aren't any other alternatives - no matter how you attack, from where, and what description of attack is included, it's one of those listed ...


2

I had a group of 4 PCs taken down by two NPCs wielding Power Axes, light armour. One PC named Garret had Power Armor and full health with a man-portable lascannon. I think his BS was 70 and he was famous for taking down several tanks and even War-Walkers. Another time I had a first time player have a demon intrude on his ship the first time he ever entered ...


10

The charge special attack says you "make a melee basic attack" at the end of the movement. So, the damage-dealing attack is made when you're already in flianking position. The same is true for every power that has you move before striking. You consider flanking positions the moment the to hit roll is rolled. If you're flanking in that moment, you get combat ...


3

Firstly, don't your characters have at will attacks which do something besides damage? Is your entire partly comprised of slayers and Rangers? Leaders, Controllers and many defenders get add ons to their at-wills. Even many strikers who mostly do hp damage require specific setups for that damage, which makes their attacks more complicated than "I hit for ...


16

Abstractions Before you tweak the combat system, make sure you understand how its abstraction works. A single attack roll is not necessarily a single swipe of a character's sword. Rather, it represents your character trying hard to kill his opponent for the round. It could be a single slash, or it could be a lengthy clash of steel-on-steel coupled with ...


4

The possibility of unpredictable, improvised consequences is actually something D&D 4e was designed to eliminate, so it's hard to implement on purpose. And not just hard—it's potentially game-breaking as well, because 4e can only afford to be so tightly balanced because it assumes that the rules work a very certain way. Adding "well, you could ...


3

There's an excellent look at how to do this in Dark Star, a space-fighter-pilot based setting in the March issue of Magpie Games' Fate Codex. Here's a summary of the rules: Starships are extras, using the Fate fractal to treat each as a character. Ships have their own skill list, representing systems and their operators (Engine, Sensors, Weapons, etc.) ...


4

The eidolon totally gets iterative attacks with a manufactured weapon when its base attack bonus is +6 or higher. From here... Base Attack Bonus (BAB): Each creature has a base attack bonus and it represents its skill in combat. As a character gains levels or Hit Dice, his base attack bonus improves. When a creature's base attack bonus reaches +6, +11, ...


0

In other instances of adding entire attack's worth of damage, via such things as Scorpion's Grasp or Imp. Trip + Knockdown, et al, the Str bonus is added twice. In the ones that don't (Palm Throw, others), this is specifically called out. Unfortunately, there's very little/almost nothing else that directly adds the damage from one attack to another, ...


4

I haven't found anything I truly liked along those lines, but Fate Core does have the tools to build an air/space craft fighting system when you focus on what a system is trying to show. Especially in the references you've given, space combat piloting is about trying to maneuver yourself and your opponent so they're in the right place for you to bring your ...


2

Soft Cover Soft cover is cover, except with the differences that it says. Emphasis mine: Creatures, even your enemies, can provide you with cover against ranged attacks, giving you a +4 bonus to AC. However, such soft cover provides no bonus on Reflex saves, nor does soft cover allow you to make a Hide check. That's pretty clear. It says flat ...


13

Fate Worlds: Kriegszeppelin Valkyrie You might find what you want in Fate Worlds Vol.1, specifically "Kriegszeppelin Valkyrie" (KV). It is a mod/campaign where PCs are WWI pilots. Their planes are stationed on a giant flying aircraft carrier, the eponym Kriegszeppelin Valkyrie. Change "planes" to fighters and "flying aircraft carrier" to "capital ship", and ...


7

Groups Used to Have More Players It wasn't unheard of in RPG gaming's early days to play in much larger groups than are expected when playing contemporary RPGs. A group of 6 was reasonable, and I played AD&D in high school with groups as large as 12, with players rotating in and out week by week. Thus it's not uncommon for older adventures to be built ...


8

By far the simplest solution is to start the players at a higher level. If you dont' want to do that then get either B1 In search of the unknown, B2 Cave of Chaos, N1 Against the Cult of the Reptile God, or T1 Village of Hommlet. Get them leveled up through those adventures and then proceed to the A series. I personally used Hommlet and made the evil cleric ...


0

Try Starblazer Adventures. That and Legends of Angelterre for fantasy have more mechanical detail for their respective genres while still being Fate derived games. On page 286, Fate Core states that Vehicles are given character sheets and their options are fleshed out like any other character. Starblazer Adventures gives not only worked examples of ...



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