- Eliminate Base Attack Bonus (BAB)
- Why? Because BAB is non-standard and requires lookup tables in the book. Instead of BAB, we can just use the existing skill system, and adapt it to make sense within the same general range of values. We would add a skill called Fighting(something) (or maybe tactics(something) instead, since it generally relates to different tactical combat styles) that would be used instead of a fixed BAB. This would allow fighters to specialize in a particular style, to add more flavor to the character. So a fighter who maxes out two-handed, slashing, and bludgeoning would always treat rapiers (no matter how good) as if they were some sort of rediculous toy or something, but would get gung ho about finding a giant mace. So anyway, to calculate "BAB" as it is now, you would do like this:
- Start with your character level
- Add the *average* of the skills required. For example, a longsword would have skill requirement of Fighting(slashing) and Fighting(martial). Take the average of those two skills, and add that.
- Take half of the result. This is your BAB for longswords.
A fighter (and paladin?) would have the following new class skills:
- Fighting(martial) - used for most single hand weapons, in the main hand. A separate skill is used for weapons wielded in the off hand
- Fighting(slashing) - used for weapons like longswords and greatswords, which deal damage mainly from slashing at the opponent... maybe it should be called "fighting(swords)" instead
- Fighting(bludgeoning) - used for weapons like clubs and maces
- Fighting(martial-two-handed) - used for large weapons like greatswords
- Fighting(ranged) - general idea of how to aim ranged weapons so that they actually hit a target
- Fighting(bow) - details of how to use a bow and compound bow, such as how to pull, nock, so on
A monk would have:
- Fighting(unarmed)
- Fighting(double) - monks normally fight with both hands, which offers similar tactics to double weapon fighting
- Fighting(bludgeoning) - something similar enough to unarmed that monks can use non-martial weapons like the staff
A rogue would have:
- Fighting(piercing) - typical for daggers and rapiers. Daggers are non-martial weapons, but deal less damage. Rapiers are martial weapons, so the BAB for rogues would only be 3/4 their level (the same as it is in 3.5 standard)
- Fighting(bludgeoning) - used mainly for saps and clubs, in cases where the rogue wants to deal non-lethal damage. Both deal little damage, but are simple weapons, so they do not require martial proficiency.
A wizard/sorcerer would have:
- Nothing! Wizards typically fight using spells, not regular combat. They can still use weapons, but their BAB is just 1/2 their level (the same as it is in 3.5 standard). An unusual wizard might train some fighting skills as cross class skills, but most would not.
A cleric would have:
- Fighting(bludgeoning) - One of the simplest forms of attack, clerics would learn at least this much. They do not normally get full martial tactics, so their BAB with something like a mace or morningstar is 3/4 of their level (as it would be in 3.5 standard)
A ranger would have:
- Fighting(martial)
- Fighting(off-hand) - only rangers get this as a class skill
- Fighting(slashing)
- Fighting(ranged)
- Fighting(bows)
This would allow most classes to have about the same BAB as they have currently, so very little in the way of game mechanics would have to be changed. Everyone would need to get more skill points (except perhaps Rogues, who already get quite a lot) to fill in to these. Even wizards would get more skill points, because there would be additional skills created for casting. Perhaps all characters now get 8 skill points per level? Also, there is no need for weapon specialization, because you can take skill focus (fighting(martial)) or whatever. There is no need for "exotic" weapons, as they can just have an unusual skill requirement, or several, so that a double ended sword might require martial, double, and slashing. Since no characters have all three of those on their class skill list, the weapon is fairly "exotic". Characters can still use it by doing cross class training (see below).
- Multiple Attacks
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These break down into a few categories:
- Regular one or two handed attacks - To speed up handling multiple attacks, each character makes only one attack check for a full attack action. Then, for each 5 points they exceed the target's hit DC (aka their Armor Class), they may roll damage an extra time. So if a fighter rolls a 23, and the target has an 18 AC, then the fighter may roll damage twice, with full bonuses added in each time.
- Double weapon attacks - When fighting with a double weapon (and a monk's body is considered a double weapon), the attacker may roll damage for every 3 points that then exceed the target's hit DC. This is because the double weapon fighting style produces much faster hits. Double weapons should NOT have high damage dice, because of this, nor do they allow extra offhand hits (as they do currently).
- Two weapon attacks - When fighting with an offhand weapon, there are two rolls (one for the main hand, one for off hand), and each deal extra damage for every 7 points they exceed the hit DC. We place no other restrictions on offhand weapon attacks, so they tend to deal more damage per hit, but fewer hits.
This also applies only to Full Attack actions, not single attacks.
Some double weapons:
- Staff - A regular long stick. It can also be used as a club, in which case it is not a double weapon.
- Three Section Staff - aka Sanjiegun or Sansetsukon.
- Meteor Hammer - This is a chain with two heavy weigts on each end. Also available as a Fire Meteor Hammer, which deals some fire damage as well if it was prepared (add oil and light) before battle.
- Kasurigama - Similar to a meteor hammer, but with a kama (bladed scythe) on one end.
- Surujin - Similar to a meteor hammer, but with a large spike (piercing weapon) at one end.
- Tabak-Toyok - Two short wooden handles connected by a longer chain. (Used by Bruce Lee.)
- Double Sword - A large double ended weapon with a sword blade on each end.
- Dire Mace - A double weapon resembling a massive steel mace on each end.
- Armor
- There's no real need to add this, but I thought it might go and add a little more flavor.
- Have a skill for Armor. You can only get an armor+shield bonus that is less than or equal to your total bonus for the Armor skill (which is strength based).
- Some rogues would go ahead and put a few points into the skill to cover leather armor, but only fighters would really be likely to keep the Armor skill maxed out past a couple levels, so that they could wear full plate and carry a large (or tower) shield.
- This would include magical armor and shield bonuses, but not armor bonuses derived solely from magic (such as Bracers of AC or Mage Shield). Or maybe it would never include magical bonuses.
- Even the lowest level brigand would be able to handle studded leather and a light shield, and most 5th level fighters would have no trouble wearing full plate and carrying a heavy steel shield (they could have 8 ranks and +2 str bonus).
- This would be a class skill for fighters, rangers, rogues, and clerics. Monks, wizards, sorcerers, druids, and barbarians would have it cross class, as they tend to not use much (if any) armor.