Saturday, December 22, 2012

Fighter Moves - a Feat Hack

Found at Wikipedia
Anyone who regularly reads this blog knows that I like taking existing mechanics from the SRD and playing around with them. Today, while I was working on the NOD Companion (on the illusionist class renamed as the trickster) an idea for messing with combat feats popped into my head. The idea is based on the excellent maneuver concept in the Dragonfist RPG.

Basically, I took each of the combat feats and assigned it a level from 1 to 5 based on how many prerequisite feats it had. I then used the bard spells per day table as a guide for the number of fighter moves a fighter could perform each day of each level. I suppose other fighting classes could use this as well, perhaps as a fighter one level lower.

Fighters should begin the game knowing two moves, and then gain a new move at each level, choosing from any level of moves they have available to them based on their own level. One could also use the spell research rules to allow fighters to invent new moves.

The list of moves follows - note that it's extremely spare at 4th and 5th levels - I suppose I could do some open content feat research and flesh it out, but for my purposes of exploring the idea and presenting it to folks who might want to use it, this will do.

The rules - well, on his turn, a fighter could perform a move in addition to attacking. Simple as that. If the move is an action - such as cleave - assume it is "instantaneous". If the move involves a static bonus - such as weapon focus - then it lasts for a number of rounds equal to the fighter's level. Simple and straight-forward, and thus there are probably all sorts of holes in it. Again, this is an exploration, not a full-blown system.



FIGHTER MOVES

1st level
1. Blind-Fight
2. Combat Expertise
3. Combat Reflexes
4. Dodge
5. Improved Critical
6. Improved Initiative
7. Improved Shield Bash
8. Improved Unarmed Strike
9. Mounted Combat
10. Point Blank Shot
11. Power Shot
12. Quick Shot
13. Rapid Reload
14. Two-Weapon Fighting
15. Weapon Finesse
16. Weapon Focus

2nd level
1. Cleave
2. Deflect Arrows
3. Diehard
4. Far Shot
5. Greater Weapon Focus
6. Improved Bull Rush
7. Improved Disarm
8. Improved Feint
9. Improved Grapple
10. Improved Overrun
11. Improved Sunder
12. Improved Trip
13. Improved Two-Weapon Fighting
14. Mobility
15. Mounted Archery
16. Precise Shot
17. Rapid Shot
18. Ride-By Attack
19. Stunning Fist
20. Trample
21. Two-Weapon Defense
22. Weapon Specialization

3rd level
1. Great Cleave
2. Greater Two-Weapon Fighting
3. Greater Weapon Specialization
4. Improved Precise Shot
5. Manyshot
6. Snatch Arrows
7. Spirited Charge
8. Spring Attack

4th level
1. Shot on the Run

5th level
1. Whirlwind Attack

1 comment:

  1. What I did was tie in some of the special attack feats (like cleave and power attack and whirlwind attack) to a character's base attack bonus.

    Like when they have a +5 attack bonus, they can cleave when appropriate, at +11 they can do power attack (which is essentially "Slam" from BECMI), and at +15 they can choose to do a whirlwind attack.

    Could definitely fit more of those in there, but so many are passive or movement based that I found them either best as feats (and so active all the time, like dodge or weapon finesse) or not worth bothering with.

    ReplyDelete

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