[P'n'M] A slew of new Action Maneuvers!

Roudi

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Gallantry Productions has unleashed a new Pick 'n' Mix line of enhancements for your fantasy and modern d20 games. This new line is called Action Maneuvers, and each one features a new type of maneuver that your characters can use right away, without having to rework their stats.

Check out the Fall-Over Dodge, Wall-Jumping, Wall-Running, Up-The-Walls Backflip, and Wall-Leap Attack, exclusively at the EN GameStore!


What are Action Maneuvers?

The d20 combat system starts with two very basic actions: move and attack. These actions might be enough for a wargamer or a hack-‘n-slasher, but for a roleplaying game they aren’t sufficient. That’s why the core d20 combat rules have more advanced actions that one can employ: trip, sunder, charge, grapple, feint, and the rarely-seen bull rush are a few examples. These maneuvers allows us to play out creative and inventive combats within the game mechanics, instead of just rolling a d20 to see if we hit or miss.

We know that there are far more interesting actions to take in combat beyond the scope of the current rules. In some cases, these actions may be so specific to the circumstances or so outlandish that only a GM’s houserule can adjudicate them. However, there are many combat tactics that (thanks to movies, television, and video games) have become such a part of our popular culture that one has to wonder why every GM doesn’t have a houserule for them. Black-clad cyberpunks diving out of the way of bullets; Arabian princes running along the sides of walls; ninjas backflipping off of pillars to land behind their opponents; these are all examples of cinematic combat tactics that many of us will instantly recognize. It is only fair, then, that these maneuvers deserve to be given life within the d20 combat mechanics.

This series does things differently than a lot of other supplements. Should you have to take a feat just be able to wall-run? No! Do new, esoteric skills have to be added to the d20 system? No! Should you have to take a special class just to be able to use these supplements? No! Action Maneuvers is about giving you something that you can use in your game RIGHT NOW, without giving your GM headaches or disrupting play balance.
 

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About time this saw the light of day, Roudi. ;)

Seriously, thanks - I've been waiting for something like this for my cinematic-style games.

Peterson
 

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