Terraism
Explorer
While there's a lot to love about 4th Edition, one of the things that I have a harder time with is the restriction on options. It's not terrible, of course - much has been restricted on the basis of speed or balance, and those are good design goals. On the other hand, there is the oft-used "stunting" option, but it is, by definition, rather rules-light.
What I'm hoping to do here is bring back other combat maneuvers - disarming, tripping, sundering. But as mentioned several days back in the threat about dark-loving creatures putting out lights, a viable mechanic that allows for some of these things can be situationally appropriate, but extremely powerful as a regular tactic. And there's a lot of validity to that. I've tried to work the options into a system that does make them sometimes useful, without making them the standard go-to choice. As actions are the primary gauge of power in 4E, that's where I've limited it.
[h2]Introduction[/h2]
While most combatants have a firm grasp on the basics of combat - keep your feet on the ground, hold on to your gear, swing at the other guy - down solidly, accidents happen. Sometimes, the only thing separates victory from defeat is a single minor slip-up. Especially if your opponent is able to capitalize on it...
This system integrates cleanly into the 4E D&D combat system, by providing four new maneuvers - which are nothing more than powers that everyone may use - that allow combatants to take advantage of their enemies' mistakes. Mistakes that are represented by a new condition, unbalanced.
[h3]Being Unbalanced[/h3]
A character who is unbalanced is a little slower to react, and a little slower on the offensive, as well. Perhaps he's standing on a floor covered in oil and attempting to keep his footing, or perhaps he's recovering from a blow that nearly caught him, but still managed to throw him back a moment.
[h4]Unbalanced[/h4]
[h4]Gaining the Unbalanced Condition[/h4]
A character is unbalanced if he rolls a natural 1, "fumbles", on an attack roll. If a character makes multiple attack rolls as part of a single attack (for instance, if he is attacking an area,) only a natural 1 on the first roll can cause him to become unbalanced.
A character may also become unbalanced as a result of powers or maneuvers used against him.
[h3]Maneuvers[/h3]
Maneuvers are the primary addition of this system. A maneuver is, at its heart, a standard power, as any other. The distinguishing characteristic of maneuvers is that they are usable - or known, if you prefer - by anyone, being nothing more than another form of combat action. A charge could be considered a maneuver, for instance.
[highlight]Minor Feint[/highlight]
You make an attack with no intent to follow through, solely to throw your opponent off-balance.
At-Will * Martial, Weapon
Standard Action _ Melee weapon
Target: One creature
Attack: Charisma vs. Will
Hit: The target is unbalanced until the end of your next turn.
[highlight]Disarm[/highlight]
Taking advantage of your foe's temporary distraction, you attempt to wrest away his sword.
At-Will * Martial, Weapon
Standard Action _ Melee weapon
Target: One creature suffering from the unbalanced condition
Attack: Dexterity vs. Fortitude
Hit: One object held by the target is dropped. If you have a free hand, you may choose to be holding the object now. Otherwise, it falls 1d4 squares away from the target, in a direction of your choice.
[highlight]Trip[/highlight]
While your enemy attempts to regain his guard, you swing for his feet.
At-Will * Martial, Weapon
Standard Action _ Melee weapon
Target: One creature suffering from the unbalanced condition
Attack: Strength vs. Reflex
Hit: The target falls prone.
[highlight]Sunder[/highlight]
Sometimes, taking away your opponent's tools is the surest way to victory... and right now, he's not expecting it.
At-Will * Martial, Weapon
Standard Action _ Melee weapon
Target: One creature suffering from the unbalanced condition
Attack: Strength vs. AC
Hit: You strike your target's carried weapon, implement, or shield, or worn armor. If you choose to strike a weapon or implement, all attacks made using it suffer a -1 penalty until it is repaired. If you strike armor or a shield, the bonus provided by that piece is reduced by 1 until repaired.
Special: If you strike at an object that is already damaged, the penalties stack.
[h2]Conclusion and Feedback[/h2]
My hope is that, by limiting the use of these options to taking advantage of a fumble, they have a solid enough opportunity cost to prevent them from being used too often, while still making them solid options when the time is right. I know that there are a number of reasons that fumbling isn't included, by default, as part of the core system. But I needed to hook off of something, and that seemed appropriate. Especially as a minor action will remove the condition, it is primarily just a minor hindrance.
Other options could be to only have the unbalanced condition be caused by the minor feint maneuver, or add it as an effect caused by select other powers - I can certainly think of a few in the core system that I wouldn't mind adding it to, without thinking it'd overpower them.
In any case, I'm actual afraid I may have made these too restrictive. As-is, methods of actually using this maneuvers are:
Comments, questions. Or better yet, suggestions?
What I'm hoping to do here is bring back other combat maneuvers - disarming, tripping, sundering. But as mentioned several days back in the threat about dark-loving creatures putting out lights, a viable mechanic that allows for some of these things can be situationally appropriate, but extremely powerful as a regular tactic. And there's a lot of validity to that. I've tried to work the options into a system that does make them sometimes useful, without making them the standard go-to choice. As actions are the primary gauge of power in 4E, that's where I've limited it.
[h2]Introduction[/h2]
While most combatants have a firm grasp on the basics of combat - keep your feet on the ground, hold on to your gear, swing at the other guy - down solidly, accidents happen. Sometimes, the only thing separates victory from defeat is a single minor slip-up. Especially if your opponent is able to capitalize on it...
This system integrates cleanly into the 4E D&D combat system, by providing four new maneuvers - which are nothing more than powers that everyone may use - that allow combatants to take advantage of their enemies' mistakes. Mistakes that are represented by a new condition, unbalanced.
[h3]Being Unbalanced[/h3]
A character who is unbalanced is a little slower to react, and a little slower on the offensive, as well. Perhaps he's standing on a floor covered in oil and attempting to keep his footing, or perhaps he's recovering from a blow that nearly caught him, but still managed to throw him back a moment.
[h4]Unbalanced[/h4]
- You take a -1 penalty to all defenses.
- You can't flank an enemy.
[h4]Gaining the Unbalanced Condition[/h4]
A character is unbalanced if he rolls a natural 1, "fumbles", on an attack roll. If a character makes multiple attack rolls as part of a single attack (for instance, if he is attacking an area,) only a natural 1 on the first roll can cause him to become unbalanced.
A character may also become unbalanced as a result of powers or maneuvers used against him.
[h3]Maneuvers[/h3]
Maneuvers are the primary addition of this system. A maneuver is, at its heart, a standard power, as any other. The distinguishing characteristic of maneuvers is that they are usable - or known, if you prefer - by anyone, being nothing more than another form of combat action. A charge could be considered a maneuver, for instance.
[highlight]Minor Feint[/highlight]
You make an attack with no intent to follow through, solely to throw your opponent off-balance.
At-Will * Martial, Weapon
Standard Action _ Melee weapon
Target: One creature
Attack: Charisma vs. Will
Hit: The target is unbalanced until the end of your next turn.
[highlight]Disarm[/highlight]
Taking advantage of your foe's temporary distraction, you attempt to wrest away his sword.
At-Will * Martial, Weapon
Standard Action _ Melee weapon
Target: One creature suffering from the unbalanced condition
Attack: Dexterity vs. Fortitude
Hit: One object held by the target is dropped. If you have a free hand, you may choose to be holding the object now. Otherwise, it falls 1d4 squares away from the target, in a direction of your choice.
[highlight]Trip[/highlight]
While your enemy attempts to regain his guard, you swing for his feet.
At-Will * Martial, Weapon
Standard Action _ Melee weapon
Target: One creature suffering from the unbalanced condition
Attack: Strength vs. Reflex
Hit: The target falls prone.
[highlight]Sunder[/highlight]
Sometimes, taking away your opponent's tools is the surest way to victory... and right now, he's not expecting it.
At-Will * Martial, Weapon
Standard Action _ Melee weapon
Target: One creature suffering from the unbalanced condition
Attack: Strength vs. AC
Hit: You strike your target's carried weapon, implement, or shield, or worn armor. If you choose to strike a weapon or implement, all attacks made using it suffer a -1 penalty until it is repaired. If you strike armor or a shield, the bonus provided by that piece is reduced by 1 until repaired.
Special: If you strike at an object that is already damaged, the penalties stack.
[h2]Conclusion and Feedback[/h2]
My hope is that, by limiting the use of these options to taking advantage of a fumble, they have a solid enough opportunity cost to prevent them from being used too often, while still making them solid options when the time is right. I know that there are a number of reasons that fumbling isn't included, by default, as part of the core system. But I needed to hook off of something, and that seemed appropriate. Especially as a minor action will remove the condition, it is primarily just a minor hindrance.
Other options could be to only have the unbalanced condition be caused by the minor feint maneuver, or add it as an effect caused by select other powers - I can certainly think of a few in the core system that I wouldn't mind adding it to, without thinking it'd overpower them.
In any case, I'm actual afraid I may have made these too restrictive. As-is, methods of actually using this maneuvers are:
- Your opponent rolls a 1 on his attack and doesn't have a minor action to spend this turn to remove the unbalanced condition;
- You spend an action point to make a minor feint and follow it up with one of the other maneuvers;
- Two allies coordinate to unbalance and then follow it up;
- A foe rolls a 1 on his attack and something provides you with an interrupt attack before he can recover.
Comments, questions. Or better yet, suggestions?
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