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Several refferences to "target" will be made in this section. Your target is the thing you attacked last, and is very much a facing rule. While you take no attck penalties when attacking multiple targets, only the last target counts as your target. If it is a space due to an area effect, your target is a space. This also goes for non-attack actions; a lock is your targwet while picking it, your friend is your target while healing him, etc. Attacks from things that are not your target result in a -2 penalty to defense, while attacks that come from directly oppisite your target always target your Surprise Defense.
Making an attack is resolved normally. Absolutely no changes here. Sorry for the lett down, but I'm finding nothing wrong with attacks. A few additions have been made to melee attacks to get people moving: every melee attack allows the character to take a five foot step. This will be important in regards to defense. This is for a main (single at full BAB) attack. Under this sytem iteratives attacks (all attacks past the first one) are move actions. If you have multiple iterative attacks, all of them count as one move action. In this combat system, iterative attacks represent desparate flurries and sucker punches, intended to deal damage quickly in a short space of time.
Armor CLass, however, has been killed and scattered into three parts of awesome- Parry, Dodge, and Surprise Defense. Armor itself will also be covered in this segement, as well as how to get around it.
=== What Happened to Armor? ===
Armor and Natural Armor now provide Damage Reduction equal to their protective value on Parry and Dodge. In the case of creature with Natural Armor '''and''' Damage reduction, use the higher of the two values and tack the result on to Surprise Defense when that comes up. "But Spaz, what about DR that comes from fast healing rates?" Bullshit, DR should always be from toughness of exterior. If you want a creature to have freakish healing rates, I recommend Fast Healing. DR and Natural armor are the same in this system. A Barbarian does not have an unsual healing rate upon gaining DR, he just has skin like a leahter pancake as a result of his life style.
== Breaking Down the Round ==
To amke combat a bit more uncertain, exciting, and less like my first sample of [http://www.youtube.com/watch?v=4FVWoELEeh0&playnext=1&list=PLF730F375EA703D1C| boring combat], have actions in a round break down this way:
#Initiative- either roll initiative round by round or have any actions that change initiative order be declared at the beginning of the round, then record the order.
#Actions- everyone declares and performs their actions, but under no circumstances let the final results be known yet. If they hit, tell them so but don't roll damage yet; if an area effect is used, pick the target space but don't reveal actual area of effect or damage, and so on.
#Total- final effects are revealed, including new circumstances. This is where people record their total damage taken for the round, saves are rolled, and effects that alter the field of battle are set.
== Manuevers ==
== Conditions ==