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Expanding on Combat Maneuvers

Started by Xeviat, September 12, 2007, 07:35:12 PM

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Xeviat

The current D&D game has a small list of combat maneuvers, such as Bull Rush, Disarm, Grapple, and Trip. I recently bought The Book of Iron Might, which contains a very nice combat maneuver system (which can be previewed  HERE). It expands on the simple maneuver system in the PHB by providing a building block system to allow characters to construct maneuvers on the fly, or to allow DMs to make preconstructed maneuvers for use in their games.

The system is reasonably simple: there is a list of effects with attack roll penalties, and a list of drawbacks with penalty reductions. Simply choose the effect you'd like to do and apply drawbacks so that the penalty is manageable, and you're good to go.

But I showed it to my players, and several of them were confused by all of the options it gives them. So I'm seeking some input as to what sort of maneuvers to predesign, maneuvers you could see an untrained individual attempting (an untrained individual, for instance, could dig their fingers into someone's eyes in a grapple) shouldn't require feats.

Don't worry about mechanics just yet, and you don't even have to look over the maneuver system summary. All I'm looking for is ideas as of now. Here are two of my maneuver changes:

Bull Rush: Replaced by Push. Push is a more versatile maneuver, allowing a character to knock someone away with an attack or push them away unharmed. It will have a chance of knocking a foe prone (you could increase this chance by pushing someone through obstructions). It doesn't require moving into someone's space, and it moves the foe back without you having to follow. If you want to follow, and thus push them back further with ease, you can move them through the grapple rules.

Overrun: Removed. Overrun has so many exceptions (a standard action in the middle of a move action, which can normally only be done with spring attack, and the foe's choice to avoid are the prime offenders). Now, it is not a maneuver to move through a foe's space; if they want to let you past, they can; if they want to block you, they can oppose with a strength check without an attack of opportunity, or they can grapple or trip as an attack of opportunity. This utilizes other aspects of the system more fluidly.

And here is my current list of maneuvers:

Blind
An attack against the foe's eyes, which can cause temporary or permanent blindness.

Daze
An attack against a vital spot, such as the groin, stomach, or head, which can stagger or daze the target.

Disarm
Removing a foe's weapon from their grip.

Grapple
Grabbing and holding a foe so that you can control your foe. All combat maneuvers can be performed while grappling, and a few others (such as pin and throw) become available.

Hamstring
An attack against a foe's leg in an attempt to slow them down.

Push
An attack that pushes or knocks a foe away. Can be made with an attack for damage, or a touch attack for no damage.

Sunder
An attack against an object the foe wields or carries. Even if the item isn't destroyed, it can be impaired (a damaged weapon has a harder time scoring a hit, while damaged armor and shields provide less protection).

Trip
An attack that pushes or knocks a foe prone. Can be made with an attack for damage, or as a touch attack for no damage.

I'd also like to see maneuvers for granting other penalties, such as an attack to someone's arm that causes sufficient pain to make them deal less damage and hit less. Ultimately, I didn't want to go with my previous called shot system for many of these maneuvers because they should all be separate for feat improvements: Improved Hamstring, for instance, shouldn't make you better at Blinding, which would be true in a maneuver system.

Thoughts, opinions? I believe I'm more than talented enough to balance any maneuvers that can be considered.
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