Has anyone tried playing with the Nimble style combat rules or have any opinions on them I’m thinking about running a campaign with the combat rules. For those that don’t know it you do away with AC and instead roll your damage instantly. A 1 misses that attack and a maximum number is a crit and you can retool the dice again until you get a non maximum number and add your modifier to the damage. The armour is instead unarmoured: no modifiers take damage as usual, medium: only dice dames no modifier and heavy which is only half dice damage. I thought it was quite an interesting system to expand on and maybe add a couple more tiers of armour so any suggestions are welcome
Rollback Post to RevisionRollBack
And you run, and you run
To catch up with the sun, but it’s sinking
And racingaround
To come up behind you again
The sun is the same in a relative way
But you’re older
Shorter of Breath
And one day closer to death
currently in love with redesigning subclasses send me a message and I will try
Oh one other thing I forgot is a critical hit ignores armour. I think it just helps to make stuff like dual wielding semi useful because you have maybe 3 chances of getting a d6+3/4/5 damage across and more chances to critical hit
Rollback Post to RevisionRollBack
And you run, and you run
To catch up with the sun, but it’s sinking
And racingaround
To come up behind you again
The sun is the same in a relative way
But you’re older
Shorter of Breath
And one day closer to death
currently in love with redesigning subclasses send me a message and I will try
How does this work for attacks that do multiple dice of damage? do they only miss if all the dice are 1's or does a single 1 make the entire attack miss? This will suck for someone when you start using monsters that do 3+ dice of damage - they will either miss a lot or almost never.
Attacks that rely on to hit rolls that do extra effects on a hit now do so almost always or almost never (depending on the answer to the first point
Light Armor is useless; magic armor is meaningless; Light & Medium armor no longer provide any benefit vs spells that use to hit rolls, shifting the balance of power even further into their court (Scorching Ray for the win...) - Sorcerous Burst becomes S-tier (rolling an 8 allows you to roll 2 more d8 - 1 for the spell, 1 for the crit - the cascade possibilities are very real)
DEX becomes a dump stat for everyone except Rogues & Sneak Attack becomes a super power.
Monks & Barbarians become much more vulnerable (especially Barbarians, because Med. Armor is now meaningless vs attack spells)
All weapon using classes now do significantly less damage (except Sneak Attack), since they lose their damage bonus most of the time. (a +4 dmg bonus is worth more than 1d6 base weapon damage...)
You could build a caster that uses only spells that rely on attack rolls and use their class stat as a dump stat....
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Has anyone tried playing with the Nimble style combat rules or have any opinions on them I’m thinking about running a campaign with the combat rules. For those that don’t know it you do away with AC and instead roll your damage instantly. A 1 misses that attack and a maximum number is a crit and you can retool the dice again until you get a non maximum number and add your modifier to the damage. The armour is instead unarmoured: no modifiers take damage as usual, medium: only dice dames no modifier and heavy which is only half dice damage. I thought it was quite an interesting system to expand on and maybe add a couple more tiers of armour so any suggestions are welcome
And you run, and you run
To catch up with the sun, but it’s sinking
And racing around
To come up behind you again
The sun is the same in a relative way
But you’re older
Shorter of Breath
And one day closer to death
currently in love with redesigning subclasses send me a message and I will try
Oh one other thing I forgot is a critical hit ignores armour. I think it just helps to make stuff like dual wielding semi useful because you have maybe 3 chances of getting a d6+3/4/5 damage across and more chances to critical hit
And you run, and you run
To catch up with the sun, but it’s sinking
And racing around
To come up behind you again
The sun is the same in a relative way
But you’re older
Shorter of Breath
And one day closer to death
currently in love with redesigning subclasses send me a message and I will try
Sounds awful:
How does this work for attacks that do multiple dice of damage? do they only miss if all the dice are 1's or does a single 1 make the entire attack miss? This will suck for someone when you start using monsters that do 3+ dice of damage - they will either miss a lot or almost never.
Attacks that rely on to hit rolls that do extra effects on a hit now do so almost always or almost never (depending on the answer to the first point
Light Armor is useless; magic armor is meaningless; Light & Medium armor no longer provide any benefit vs spells that use to hit rolls, shifting the balance of power even further into their court (Scorching Ray for the win...) - Sorcerous Burst becomes S-tier (rolling an 8 allows you to roll 2 more d8 - 1 for the spell, 1 for the crit - the cascade possibilities are very real)
DEX becomes a dump stat for everyone except Rogues & Sneak Attack becomes a super power.
Monks & Barbarians become much more vulnerable (especially Barbarians, because Med. Armor is now meaningless vs attack spells)
All weapon using classes now do significantly less damage (except Sneak Attack), since they lose their damage bonus most of the time. (a +4 dmg bonus is worth more than 1d6 base weapon damage...)
You could build a caster that uses only spells that rely on attack rolls and use their class stat as a dump stat....