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Author Topic: Simple combat feats  (Read 973 times)
Morgenstern
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« on: January 14, 2011, 02:03:21 PM »

Something for folks looking to keep the number of options during combat down a little bit.

BASIC COMBAT FEATS

  Born to Kill
  There is no glory, but combat!
  Prerequisites: Base Attack Bonus +4 or greater
  Benefit: Your melee, ranged, and unarmed attacks inflicting lethal damage inflict +2 damage.

  Hard Takedown
  When you need someone alive for questioning...
  Prerequisites: Base Attack Bonus +4 or greater
  Benefit: Your melee, ranged, and unarmed attacks inflicting subdual damage inflict +2 damage.

MELEE COMBAT FEATS

  Armsmaster
  You have devoted yourself to the ways of weapons.
  Prerequisites: At least one melee weapon forte
  Benefits: You gain a +1 bonus to attack checks and threat range with melee weapons you have a forte in.

RANGED COMBAT FEATS

  Deadshot
  One shot, one very dead enemy.
  Prerequisites: At least one ranged weapon forte
  Benefits: You gain a +1 bonus to attack checks and threat range with ranged weapons you have a forte in.

UNARMED COMBAT FEATS

  Living Weapon
  You are never ‘unarmed’.
  Prerequisites: Unarmed proficiency and forte.
  Benefits: You gain a +1 bonus to attack checks and threat range with unarmed attacks (including natural weapons).


« Last Edit: January 02, 2015, 05:09:05 PM by Morgenstern » Logged

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glimmerrat
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« Reply #1 on: January 15, 2011, 01:15:53 PM »

MOAR!
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Desertpuma
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« Reply #2 on: January 15, 2011, 01:55:08 PM »

Simple but good simple. nice Scotty!
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Morgenstern
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« Reply #3 on: January 02, 2015, 10:02:20 PM »

  As part of my superpowers musings, I wanted to be able to address the super-accuracy characters like Bullseye. BUT, I concluded that I didn't want to offer raw attack bonus as a super-power. Instead I approached it as a feat chain that those characters could buy. It let me put much more practical limits on "I never miss" abilities. And they make nifty feats for non-superpowered settings Smiley.

BASIC COMBAT FEATS

  Dig Deep
  You don't just dish it out. You can take it, too.
  Benefit: Add your basic, melee, ranged, and unarmed combat feats to your maximum vitality.
  
  Dodge This
  ...Or not.
  Benefit: Your attacks gain a bonus to hit equal to the target's dodge bonus (maximum +4).

MELEE COMBAT FEATS

  Unerring Strike Basics
  Get in there and hit him!
  Benefit: When you miss with a melee attack by 4 or less you may pay vitality equal to the amount you missed by to instead hit the target (pay for each target separately). The attack cannot become a critical hit and the damage is reduced by the amount you missed by (to a minimum of 1).

  Unerring Strike Mastery
  You just have to want it badly enough...
  Prerequisites: Unerring Strike Basics
  Benefit: Your Unerring Strike Basics feat may be applied when you miss by 7 or less.

  Unerring Strike Supremacy
  No one escapes your blows.
  Prerequisites: Unerring Strike Mastery
  Benefit: Your Unerring Strike Basics feat may be applied when you miss by 10 or less.

RANGED COMBAT FEATS

  Unerring Shot Basics
  That almost missed. Almost.
  Benefit: When you miss with a ranged attack by 4 or less you may pay vitality equal to the amount you missed by to instead hit the target (pay for each target separately). The attack cannot become a critical hit and the damage is reduced by the amount you missed by (to a minimum of 1).

  Unerring Shot Mastery
  “Winged ‘em” still counts.
  Prerequisites: Unerring Shot Basics
  Benefit: Your Unerring Shot Basics feat may be applied when you miss by 7 or less.

  Unerring Shot Supremacy
  You remember missing once... a long time ago.
  Prerequisites: Unerring Shot Mastery
  Benefit: Your Unerring Shot Basics feat may be applied when you miss by 10 or less.

UNARMED COMBAT FEATS

  Unerring Fist Basics
  Toe to toe. Blow for blow.
  Benefit: When you miss with an unarmed attack by 4 or less you may pay vitality equal to the amount you missed by to instead hit the target (pay for each target separately). The attack cannot become a critical hit and the damage is reduced by the amount you missed by (to a minimum of 1).

  Unerring Fist Mastery
  There is no 'try'.
  Prerequisites: Unerring Fist Basics
  Benefit: Your Unerring Fist Basics feat may be applied when you miss by 7 or less.

  Unerring Fist Supremacy
  The fist knows the way.
  Prerequisites: Unerring Fist Mastery
  Benefit: Your Unerring Fist Basics feat may be applied and when you miss by 10 or less.

« Last Edit: January 12, 2015, 08:34:29 AM by Morgenstern » Logged

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Mister Andersen
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« Reply #4 on: January 02, 2015, 10:58:14 PM »

Why not simply say that you ignore the target's dodge bonus since I don't think that ever gets above +4 anyway?

How many ways and how often do (N)PCs pick up Dodge bonuses?  Are these feats meant to be so asynchronosly deployed, because it strikes me as being ridiculously easy for GMs to build character that neutralise PC bonuses whenever they want whereas PCs are carrying around deadweight unless the GM reliably uses the mechanic.

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Morgenstern
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« Reply #5 on: January 03, 2015, 12:54:06 AM »

Why not simply say that you ignore the target's dodge bonus since I don't think that ever gets above +4 anyway?

  Total Defense gives you +4 all by itself and dodge bonuses stack. Go ahead and try your hand scripting one with the 4 point shift and we'll go ever it. There could be better verbiage but most versions I formed (in the 10 minutes or so I pondered it all) were either much longer or were ambiguous about what happened if the target had a dodge bonus higher than 4.

Quote
How many ways and how often do (N)PCs pick up Dodge bonuses?  Are these feats meant to be so asynchronosly deployed, because it strikes me as being ridiculously easy for GMs to build character that neutralise PC bonuses whenever they want whereas PCs are carrying around deadweight unless the GM reliably uses the mechanic.

  Dunno. I incorporate "dodge bonus to defense" into my feats far more than I give out unnamed bonuses to defense. To me a selective 'up to +4 to hit for a single feat' seemed pretty generally awesome without being anti-player character. I'll have to skim the book and the Gearinomicon to see how often dodge bonuses comes up.
« Last Edit: January 03, 2015, 12:56:45 AM by Morgenstern » Logged

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Mister Andersen
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« Reply #6 on: January 03, 2015, 03:12:10 AM »

Total Defense gives you +4 all by itself and dodge bonuses stack.

Ugh, I'd forgotten that. Brain like mush.

Quote
Go ahead and try your hand scripting one with the 4 point shift and we'll go ever it. There could be better verbiage but most versions I formed (in the 10 minutes or so I pondered it all) were either much longer or were ambiguous about what happened if the target had a dodge bonus higher than 4.

Going the 'find next' route shows that the language is in keeping with existing technology (see Decisive tricks below)

Quote
Quote
How many ways and how often do (N)PCs pick up Dodge bonuses?  Are these feats meant to be so asynchronosly deployed, because it strikes me as being ridiculously easy for GMs to build character that neutralise PC bonuses whenever they want whereas PCs are carrying around deadweight unless the GM reliably uses the mechanic.

Dunno. I incorporate "dodge bonus to defense" into my feats far more than I give out unnamed bonuses to defense. To me a selective 'up to +4 to hit for a single feat' seemed pretty generally awesome without being anti-player character. I'll have to skim the book and the Gearinomicon to see how often dodge bonuses comes up.

Core Rules
Weapon Specialist - One step Ahead (Soldier 6): +1 Dodge
Elusive (Feat): +1 to +4 Dodge / -1 to -4 skill & attack
Shifting Footwork stance (Kicking basics feat): reduces target Dodge bonus by half vs unarmed
Mobility Mastery (feat): +2 Dodge when moving or running
Fast Flyer (feat): +1 dodge when flying
Searing Ray (spell): ignores Dodge bonus
Anticipate (action): +[Wis mod] Dodge vs 1 character
Total Defence (action): +4 Dodge

AC
Sunlight & Fog stance (haze supremacy feat): +4 dodge vs ranged
Underfoot stance (giant slayer basics feat): +4 dodge vs larger opponent in same square
Cute 'n' Cuddly (feat): +[Cha mod] dodge bonus vs melee/unarmed
Decisive Blow/Shot/Strike (trick): damage bonus equal to target's dodge bonus

Looking at this, someone with Elusive and Mobility Mastery taking the Total Defence action can rock an additional +10 to Defence per round. Throw in Surge of Speed + at least Charging Basics and with the right origins you'd have an interesting low-grade speedster build
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