First and foremost I would like to say that I really dislike the importance of being stationary in combat.
I'm trying to devise a way to make full-attacks standard actions, also fixing the monk and minor nerf on SOME casters, because for real?
I am intending to run a game with "these" houserules, and I would like to get input on potential problems. I'm almost worried that it will make martial classes too powerful in early/mid levels, but that they will taper off to much in the later levels.
House rule list time:
"Attack" Action time reduced to Standard Action. Basically any ability that references "Full Attacks" "Spell combat, flurry, ect" Have been changed into "Attack Actions". Any Time you're unable to make your full actions in a round (fatigued, slowed) you cannot make a attack action.
Base Attack Bonus change: When your base attack bonus reaches 6 instead of getting an additional attack at a -5 penalty, you roll an additional D20 and choose the highest for your main-hand attack. This increases to 3 dice at BAB 12, 4 Dice at BAB 18. (these additional dice are not rolled on critical confirmation rolls)
Combat Feats: at BAB 3, and every 3 BAB after that, this character receives a bonus "Combat" feat.
Natural Attacks: Secondary attacks may be made as a move action, they may not be used as part of an "Attack" Action.
improved Two-weapon fighting: You roll an additional d20 when rolling to hit with your off hand weapon.
greater two-weapon fighting: You roll an additional d20 when rolling to hit with your off hand weapon.
I'm sure there are a couple other feats that I have to change this way. Flurry of blows changes are coming up next.
Monk class. Changes
Changing BAB to "good" 1/level.
Flurry of Blows: "When wearing no armor, and using unarmed attacks or "Monk" Weapons. The monk is treated as having the two weapon fighting, and "DoubleSlice" Feats.
At 8th level, the monk is treated as having the improved two-weapon fighting feat as well.
at 15th level, the monk is treated as having the Greater Two weapon fighting feat.
AC Bonus:
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +2 bonus to AC and CMD at 1st level. This bonus increases by 1 for every 6 monk levels thereafter, up to a maximum of +5 at 19th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Bonus feats: 10th level, greater bull rush, grapple, trip. If they have the improved version of that feat. Cause monks should be the maneuver masters.
Druids:
BAB reduced to "low".
Wildshape:
The Druids BAB changes to that of the creature type that the druid wildshapes into for the duration of wild shape. "IE it becomes 3/4s when in animal form." this makes turning in magical beasts better, but also has the druid exist as a pure caster while not in animal form. And reduces the number of bonus combat feats they get from my other house rule
.
All other classes that cast 9th level spells. Reduced to "Low" BAB. If it has spell casting progression to 9th level spells, it's Low BAB. Really a minor nerf, but any balance I can get.
I am trying to make BAB vs Spells make some sense. 3/4's is for 6th level spell casters, full is for 4th or less, and more than Low is for 9th.
I'm leaving the rogue at 3/4s BAB because I feel that the ability to move and make 2 attacks is enough of a boon for sneak attack to warrant 3/4s.
My concerns, purely in theory, come with players doing to little damage, but I'm hoping it prolongs the combat at bit, and encourages combat expertise and fighting defensively due to the large effective to hit bonus on primary attacks. I also like that spring attack becomes viable for rogues and monks, allowing for a tank mechanic to actually function a little more reasonably. Again pure theory.
thoughts? opinions? changes? Bro fists?