I was watching Pirates of the Caribbean just now (especially the Turner/Sparrow duel in the blacksmith), and was thinking to myself that there is no real mechanic for that type of fight in D&D. So that got me to thinking about a possible mechanic, which got me to this. Enjoy it.
[ic]
Armor class is eliminated. In its place is a defensive roll, which opposes an attack roll. This roll is equal to 1d20 + BAB+ weapon modifier + Dex + Size + shield bonus + deflection + dodge. The various modifiers are described below;
The weapon modifier is the ability to deflect incoming weapons using your weapon. Light and finessable weapons get a +4, one-handed weapons a +2, ranged weapons a -4, and all other weapons give no bonus or penalty. being unproficient with the weapon imposes a further -4, and a weapon's magical enhancement bonus counts as a bonus in this regard as well.
Size modifiers use the grapple modifiers found in the players handbook.
Shields work as normal, and are applied as a bonus to the roll.
deflection bonus is any non-movement related thing that prevents a weapon from hitting its target. deflection bonuses stack unless they come from the same source (one cannot have two rings of deflection, for instance).
dodge works as a dodge bonus.
flatfooted combatants are not allowed to apply their dex, dodge, or weapon modifier. Touch AC has become the norm, and so no longer exists.
Armor uses the 'armor as DR' variant, and anything that would apply a separate AC bonus, such as the monk's ability, is changed to either DR or a deflection bonus as seems most appropriate.[/ic]
Obviously, this would work best in a more modern setting, where armor is less common and dueling in the traditional sense is prevalent. Thoughts and comments are welcome, as if it gets a good enough review, it'll probably wind up in my campaign setting.
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In all seriousness, you're just better off dropping d20 if you want a good system for dueling. D&D's strategy revolves around skirmish tactics, and honestly, your system doesn't seem to add much to the already rules-heavy combats. Sorry.
Raelifin, I'm going to argue against you, no offence. True20 uses a Defense system that is mainly BAB+Dex+Bonuses (or BAB+Str+Bonuses if you're using "Parry Defense"). While I have issues with it, it could work.
The way you look at it is this: all combat is ran like grapples. I don't mean the convoluted grapple system, but that all combat is made of opposed combat rolls. That's what fighting really is; pitting your skill against the opponents. You're going to fall into a few odd circumstances, like ranged attacks and a few other odds and ends, but it could all be worked out.
Armor should be DR, but it can't be too much. If you drop the Max Dex bonus side of it, you could probably balance it so that light armor is 2/- DR, medium is 4/- DR, and heavy is 6/- DR, and then you just eliminate the differences between different kinds of armor (shields are just buckler, light, heavy, and tower after all).
Then, combat can boil down to opposed rolls, with penalties assumed for attempting certain maneuvers.
I'd be more than willing to work with you on that, Stargate. PM me, or we can work on it here. My AIM is XeviatJAG; I'm usually on at night (I live in Pacific time).
I'm central, here is fine, and I'd love to collaborate.
Well, you're missing an important thing: Size modifiers.
The combat defense system from Sword and Sorcery's "Advanced Player's Guide" also includes a "Parry Defense" option. However, not only does parrying eat your attacks (which I find a good thing if you use Combar Defense as a whole to replace AC), but it also really suffers from weapon size modifiers. You halfling ranger is really hard pressed to parry that ogre's greatclub with his dagger, after all. ;)
Also, how does this work against multiple opponents? Is it somehow limited in how often you can use it (like the "parry uses attacks" thing from Combat Defense), is it a general roll made on a per round basis (which leads to logical gaps similar to normal AC), or something completely different?
Quote from: Ra-TielWell, you're missing an important thing: Size modifiers.
x.
QuoteAlso, how does this work against multiple opponents? Is it somehow limited in how often you can use it (like the "parry uses attacks" thing from Combat Defense), is it a general roll made on a per round basis (which leads to logical gaps similar to normal AC), or something completely different?
I didn't think of that. Right now I'm thinking a cumulative -2 for every attack beyond the first. That, or you get a number of them equal to your base attack bonus, but that makes flanking tactics full-on DEADLY.
I wasn't suggesting that this opposed combat check only covers parrying; I think the mechanic should still be simplistic in its execution. You can avoid an attack by dodging, parrying, blocking, or even counter-attacking just right; all of these should be a part of the defense check.
A small character would have a hard time parrying, but they'd also have an easier time dodging. This is definitely something to discuss further, though.
@Xeviat: your suggestions sounds very close to Combat Defense.
The basics are:
* you have 4 possible defenses, of which you can assign one to each attack per round
* Armor defense: 1d20 + total armor/natural armor bonus; can be used as a "fallback" option against all attacks; if equal to or higher than attack roll -> blow glances off the character's armor
* Block defense: 1d20 + BAB + total shield bonus; you can make as many block attempts as you have iterative attacks; if equal to or higher than attack roll -> character blocked blow with his shield
* Dodge defense: 1d20 + total Ref save modifier; for each attempt cumulative -2 penalty; if equal to or higher than attack roll -> character dodged the blow
* Parry defense: 1d20 + total attack modifier with weapon; you can make one parry attempt for each attack you have; if equal to or higher than attack roll -> character parried the blow with his weapon
I don't like parry defense, I just think there should be one defense. I think armor should be DR/threat; if you get a critical threat, you ignore armor DR. "Glancing Blows" are attacks that don't penetrate the DR. I understand that plate and leather armors are designed to deflect blows, but I think armor defense is best represented by DR (this lets high dex characters go without armor, because they don't need the DR if they're never going to get hit).
Having Defense and Flat-Footed Defense is fine. I think relegating parrying to Combat Expertise and Fight Defensively is perfectly fine.
Well, I really like the distinction between armor, dodge, parry and block defense. It also puts more control of the combat into the players' hands, which is a good thing imho. That's also the main gripe I have with SW SAGA, that there is little reason for the player to stick around after he has taken his turn. Players receive less and less control over what happens when it is not their turns. The only thing a character in combat can do, is hoping that the DM rolls poorly for his monsters' attacks. We all know that rolling dice is one of the most fun points of the game, so why not let the players take an active part in combat, even when its not their characters' turn?
Also, I think Combat Defense adds to the suspension of disbelieve. It also gives a power boost to the usually suboptimal choices (sword & shield, and 2 weapon fighting). All of a sudden, it's again worthwhile to play someone using a shield (usually the +2 AC are just not worth it compared to the lost damage from not wielding a 2 handed weapon) or fighting with 2 weapons (same thing here, more attacks is not automatically better than dealing more damage).
Having armor as DR throws up another problem. Either DR is so high (to stay worthwhile at high levels) that you make the characters basically invincible at lower levels, or DR is so low (to not become too good at lower levels) that nobody bothers with it past level 5. What good does it do a character to have DR 4/- from a fullplate, when monsters routinely deal way over 50 points of damage per blow? It doesn't actually help him (massive damage save doesn't care if the blow deal 51 or 1480433 damage).