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This is something I've been thinking about, in case I get a chance to
run an Oriental Adventures campaign.
I've always had a bit of a problem with the implementation of iajutsu in
the Oriental Adventures sourcebook. Currently, it's a skill, Iajutsu
Focus, Cha based, which allows you to do extra damage, depending on your
skill check, if you strike a flat-footed opponent immediately after
drawing a melee weapon. It also allows you to substitute your skill roll
for your initiative check if both you and your opponent agree to
participate in an iajutsu duel.
My problems with this implementation are several:
First, the fact that it's a skill at all causes a problem. Although in
Oriental Adventures only the samurai class gets it as a class skill,
there are a couple of almost-core feats (Versatile and Cosmopolitan)
that allow another class to get the skill as a class skill. Even
disallowing the two feats above, one still must consider the character
who takes one level in samurai, then multiclasses into something else
for the rest of their career. In all the above cases, a character who
was not particularly good at combat (a rogue, say), could have just as
good or better an Iajutsu Focus skill check as the greatest samurai. I
think this fails to emulate the source material, as iajutsu damage is
usually portrayed as being strongly related to your skill at combat.
However, Cha should still play a roll, as Charisma seems to be the best
score to represent "fighting spirit", which is also regarded as
important for iajutsu.
Second problem: the skill check mechanic makes the damage very variable.
A first level samurai could roll poorly and get no damage at all, or
roll well and get +3d6 damage. A 20th level samurai with maxed ranks
could get get as low as +4d6 or as high as +10d6. This feels excessively
random to me: possibly overpowering at 1st, possibly irrelevant at 20th.
Third problem: the conditions for an Iajutsu Focus check are excessively
harsh, IMO. Only flat-footed opponents, when combined with the fact that
it's only one attack a round, is too extreme. Also, it again fails to
emulate source material: I've seen iajutsu attacks that were made
against obviously non-flatfooted opponents, and that didn't seem to be
the product of a combat-Bluff check either. OTOH, iajutsu attacks at the
start of combat *are* more common than otherwise, so some allowance for
this must be made.
Fourth problem: Any melee weapon is too large a category, I think.
Iajutsu relies on speed *and* power, and I don't think you can deliver
the nessecary force with, say, a dagger. I think even a rapier is rather
unlikely.
So, my proposed solution: Make iajutsu represented by a feat:
Iajutsu Strike [General, Fighter]
You can make very powerful attacks when first drawing your weapon.
Prerequisites: Weapon Focus (any weapon that can be wielded two-handed),
base attack bonus +1
Benefit: As a full-round action that provokes attacks of opportunity,
you can make an iajutsu strike. This special attack must be made with a
weapon you have drawn and can wield with two hands, and that you have
Weapon Focus with. You make a normal melee attack roll (drawing the
weapon is part of the iajutsu strike action, and does not take the
normal move action). If you hit, you do your normal damage with the
weapon, plus bonus dice of damage. Your bonus damage dice are based on
your iajutsu score, which is determined by dividing your base attack
bonus by two and adding your Charisma bonus. Check your iajutsu score on
the table below to determine your bonus damage dice for an iajutsu strike.
Iajutsu Bonus
Score Dice
1-2 +1d6
3-4 +2d6
5-6 +3d6
7-8 +4d6
9-10 +5d6
11-12 +6d6
13-14 +7d6
15-16 +8d6
17-18 +9d6
19+ +10d6
Thus, the problems are resolved: tying it to base attack bonus plus Cha
means both pure fighting skill plus "fighting spirit" are important, the
damage is no longer highly variable, the activation mechanic (full round
action, provokes AoO) lets you use it any time, but only safely against
flat-footed opponents, and the weapon limitation means no more dagger or
one-handed rapier iajutsu strikes.
One potential problem with this system is that the heights of damage are
harder to reach: base attack bonus won't do it alone, and even a high
natural Cha has problems. A 20th level samurai who started with 18 Cha
would still have to put almost every ability upgrade into Cha, plus
either a tome of Cha +5 or a Cha enhancer item +6, to get into the +10d6
category.
As a solution, a second feat:
Iajutsu Focus [General, Fighter]
Your iajutsu strikes are more powerful.
Prerequisites: Iajutsu Strike, base attack bonus +3
Benefit: Your iajustu score is increased by +2.
Special: You can take this feat multiple times, but no more than three
times, and the base attack bonus prerequisite increases by +3 each time
after the first that you take it.
Some other feats that you could ring onto the base feat:
Iajutsu Defense, requiring probably Dodge, Iajutsu Strike, and BAB +3,
letting you make iajutsu strikes without provoking AoOs.
Iajutsu Charge, reqiring Iajutsu Strike and BAB +4, letting you charge
and make an iajutsu strike at the end (Iajutsu defense probably wouldn't
remove the AoO from this one, though).
Swift Iajutsu Strike, requiring Iajutsu Strike and BAB +10, making an
iajutsu strike a standard action rather than a full-round action.
Whirlwind Iajutsu, requiring Whirlwind Attack, Iajutsu Strike, and BAB
+12, letting you make an iajutsu strike against everyone you threaten,
but provoking AoO from all of them too.
Comments? Questions?
This is something I've been thinking about, in case I get a chance to
run an Oriental Adventures campaign.
I've always had a bit of a problem with the implementation of iajutsu in
the Oriental Adventures sourcebook. Currently, it's a skill, Iajutsu
Focus, Cha based, which allows you to do extra damage, depending on your
skill check, if you strike a flat-footed opponent immediately after
drawing a melee weapon. It also allows you to substitute your skill roll
for your initiative check if both you and your opponent agree to
participate in an iajutsu duel.
My problems with this implementation are several:
First, the fact that it's a skill at all causes a problem. Although in
Oriental Adventures only the samurai class gets it as a class skill,
there are a couple of almost-core feats (Versatile and Cosmopolitan)
that allow another class to get the skill as a class skill. Even
disallowing the two feats above, one still must consider the character
who takes one level in samurai, then multiclasses into something else
for the rest of their career. In all the above cases, a character who
was not particularly good at combat (a rogue, say), could have just as
good or better an Iajutsu Focus skill check as the greatest samurai. I
think this fails to emulate the source material, as iajutsu damage is
usually portrayed as being strongly related to your skill at combat.
However, Cha should still play a roll, as Charisma seems to be the best
score to represent "fighting spirit", which is also regarded as
important for iajutsu.
Second problem: the skill check mechanic makes the damage very variable.
A first level samurai could roll poorly and get no damage at all, or
roll well and get +3d6 damage. A 20th level samurai with maxed ranks
could get get as low as +4d6 or as high as +10d6. This feels excessively
random to me: possibly overpowering at 1st, possibly irrelevant at 20th.
Third problem: the conditions for an Iajutsu Focus check are excessively
harsh, IMO. Only flat-footed opponents, when combined with the fact that
it's only one attack a round, is too extreme. Also, it again fails to
emulate source material: I've seen iajutsu attacks that were made
against obviously non-flatfooted opponents, and that didn't seem to be
the product of a combat-Bluff check either. OTOH, iajutsu attacks at the
start of combat *are* more common than otherwise, so some allowance for
this must be made.
Fourth problem: Any melee weapon is too large a category, I think.
Iajutsu relies on speed *and* power, and I don't think you can deliver
the nessecary force with, say, a dagger. I think even a rapier is rather
unlikely.
So, my proposed solution: Make iajutsu represented by a feat:
Iajutsu Strike [General, Fighter]
You can make very powerful attacks when first drawing your weapon.
Prerequisites: Weapon Focus (any weapon that can be wielded two-handed),
base attack bonus +1
Benefit: As a full-round action that provokes attacks of opportunity,
you can make an iajutsu strike. This special attack must be made with a
weapon you have drawn and can wield with two hands, and that you have
Weapon Focus with. You make a normal melee attack roll (drawing the
weapon is part of the iajutsu strike action, and does not take the
normal move action). If you hit, you do your normal damage with the
weapon, plus bonus dice of damage. Your bonus damage dice are based on
your iajutsu score, which is determined by dividing your base attack
bonus by two and adding your Charisma bonus. Check your iajutsu score on
the table below to determine your bonus damage dice for an iajutsu strike.
Iajutsu Bonus
Score Dice
1-2 +1d6
3-4 +2d6
5-6 +3d6
7-8 +4d6
9-10 +5d6
11-12 +6d6
13-14 +7d6
15-16 +8d6
17-18 +9d6
19+ +10d6
Thus, the problems are resolved: tying it to base attack bonus plus Cha
means both pure fighting skill plus "fighting spirit" are important, the
damage is no longer highly variable, the activation mechanic (full round
action, provokes AoO) lets you use it any time, but only safely against
flat-footed opponents, and the weapon limitation means no more dagger or
one-handed rapier iajutsu strikes.
One potential problem with this system is that the heights of damage are
harder to reach: base attack bonus won't do it alone, and even a high
natural Cha has problems. A 20th level samurai who started with 18 Cha
would still have to put almost every ability upgrade into Cha, plus
either a tome of Cha +5 or a Cha enhancer item +6, to get into the +10d6
category.
As a solution, a second feat:
Iajutsu Focus [General, Fighter]
Your iajutsu strikes are more powerful.
Prerequisites: Iajutsu Strike, base attack bonus +3
Benefit: Your iajustu score is increased by +2.
Special: You can take this feat multiple times, but no more than three
times, and the base attack bonus prerequisite increases by +3 each time
after the first that you take it.
Some other feats that you could ring onto the base feat:
Iajutsu Defense, requiring probably Dodge, Iajutsu Strike, and BAB +3,
letting you make iajutsu strikes without provoking AoOs.
Iajutsu Charge, reqiring Iajutsu Strike and BAB +4, letting you charge
and make an iajutsu strike at the end (Iajutsu defense probably wouldn't
remove the AoO from this one, though).
Swift Iajutsu Strike, requiring Iajutsu Strike and BAB +10, making an
iajutsu strike a standard action rather than a full-round action.
Whirlwind Iajutsu, requiring Whirlwind Attack, Iajutsu Strike, and BAB
+12, letting you make an iajutsu strike against everyone you threaten,
but provoking AoO from all of them too.
Comments? Questions?