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Level Up: Advanced 5th Edition (A5E)
A full list of combat maneuvers
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<blockquote data-quote="Faolyn" data-source="post: 8232832" data-attributes="member: 6915329"><p>Thanks for the list! A lot of them seem really cool and nicely cinematic, and I'm glad to see some of the archery feats from 3x get brought back. But, of course, the inevitable list of questions.</p><p></p><p>1. Is there going to be any way to get a maneuver if it's not part of your class? Like, through a feat, trading out knacks, anything like that? In one of the games I'm running, there's a blind hexblade. I decided that when he holds his pact weapon, he has blindsight that only works on living or once-living things (he can faintly see undead, but he can't see constructs, walls, holes in the ground, etc.--which kinda sucks because it's Ravenloft and I <em>like </em>constructs). However, some of the abilities on this list--Blind Instinct, for instance--would be <em>great </em>for him. But he's a warlock, so he can't take maneuvers. </p><p></p><p>Likewise, there are several maneuvers I can see a regular spellcaster take, and several that have Faith or Holy in the title, which indicates that a cleric <em>should </em>be able to take them.</p><p></p><p>2. What is going to be the maximum number of maneuvers any particular character--say, a fighter--is going to be able to have? Warlords have 6 at level 10 and stop at 11. Is that going to be roughly the same for Fighters?</p><p></p><p>3. Are combat-related feats going to be a Thing anymore? </p><p></p><p>4. Individual maneuvers:</p><p></p><p><strong>Any Weapon Stance: </strong>I guess this one is more for bards and rogues than for full martials? Or does this include improvised weapons, siege weapons, and--does LU have more weapon groups?</p><p></p><p><strong>Assisted Roll: </strong>Do you have to be prone to use this one?</p><p></p><p><strong>Blinding Strikes and Eye Slash: </strong><em>Please </em>tell me you can use these with a missile weapon. Back when I played GURPS, our archers loved making called shots and blinding targets was a favorite of ours.</p><p></p><p><strong>Dangerous Strikes:</strong> What if you already have an increased crit range (say, from Champion fighter)? Does it stack, giving you 18-20?</p><p></p><p><strong>Discerning Strike: </strong>This one's a bit odd. I'm used to DMs going "that one looks really badly hurt" or "that one seems uninjured." And of course, we all say "Well, a 16 didn't hit but an 18 did, so its AC must be 16 or 17" (we do <em>tie goes to the defender</em> in our group). So how precise is the info we're going to get from this one?</p><p></p><p><strong>Douse: </strong>Isn't this just a normal attack action with an improvised weapon? Why do you need a maneuver for it?</p><p></p><p><strong>Force Hesitation: </strong>So in some groups, this might call for a Deception check to do a feint or something like that. How will you handle people who want to perform a trick like this but who don't have the maneuver? Disad on the roll? Or does this maneuver simply give expertise dice in Deception (or whatever) and someone who doesn't have the maneuver doesn't get the bonus?</p><p></p><p><strong>Holy Pyre Stance. </strong>This one is... weird. I mean, I get what you're going for--this isn't fire, it's <em>(un)holy fire! </em>(and what about chaosfire or lawfire, hmm?) But it makes me wonder why <em>fire</em>? And why isn't this a spell or alchemical/magical item instead?</p><p></p><p><strong>Iron Will: </strong>This seems weird for a maneuver. Is it something you can use as a reaction, because it seems odd to use the maneuver <em>just in case </em>the creature you're against is going to try to charm you.</p><p></p><p><strong>Reassuring Pat: </strong>Awww! Not a question, just awww!</p><p></p><p><strong>Simultaneous Slash: </strong>"Ignores whatever defenses." Does this mean cover or AC?</p><p></p><p><strong>Spirited Whistle: </strong>Shouldn't that be "as long as your mount can see or <em>hear</em> you?</p><p></p><p>Again, I can't wait to see the final product. These look really good!</p></blockquote><p></p>
[QUOTE="Faolyn, post: 8232832, member: 6915329"] Thanks for the list! A lot of them seem really cool and nicely cinematic, and I'm glad to see some of the archery feats from 3x get brought back. But, of course, the inevitable list of questions. 1. Is there going to be any way to get a maneuver if it's not part of your class? Like, through a feat, trading out knacks, anything like that? In one of the games I'm running, there's a blind hexblade. I decided that when he holds his pact weapon, he has blindsight that only works on living or once-living things (he can faintly see undead, but he can't see constructs, walls, holes in the ground, etc.--which kinda sucks because it's Ravenloft and I [I]like [/I]constructs). However, some of the abilities on this list--Blind Instinct, for instance--would be [I]great [/I]for him. But he's a warlock, so he can't take maneuvers. Likewise, there are several maneuvers I can see a regular spellcaster take, and several that have Faith or Holy in the title, which indicates that a cleric [I]should [/I]be able to take them. 2. What is going to be the maximum number of maneuvers any particular character--say, a fighter--is going to be able to have? Warlords have 6 at level 10 and stop at 11. Is that going to be roughly the same for Fighters? 3. Are combat-related feats going to be a Thing anymore? 4. Individual maneuvers: [B]Any Weapon Stance: [/B]I guess this one is more for bards and rogues than for full martials? Or does this include improvised weapons, siege weapons, and--does LU have more weapon groups? [B]Assisted Roll: [/B]Do you have to be prone to use this one? [B]Blinding Strikes and Eye Slash: [/B][I]Please [/I]tell me you can use these with a missile weapon. Back when I played GURPS, our archers loved making called shots and blinding targets was a favorite of ours. [B]Dangerous Strikes:[/B] What if you already have an increased crit range (say, from Champion fighter)? Does it stack, giving you 18-20? [B]Discerning Strike: [/B]This one's a bit odd. I'm used to DMs going "that one looks really badly hurt" or "that one seems uninjured." And of course, we all say "Well, a 16 didn't hit but an 18 did, so its AC must be 16 or 17" (we do [I]tie goes to the defender[/I] in our group). So how precise is the info we're going to get from this one? [B]Douse: [/B]Isn't this just a normal attack action with an improvised weapon? Why do you need a maneuver for it? [B]Force Hesitation: [/B]So in some groups, this might call for a Deception check to do a feint or something like that. How will you handle people who want to perform a trick like this but who don't have the maneuver? Disad on the roll? Or does this maneuver simply give expertise dice in Deception (or whatever) and someone who doesn't have the maneuver doesn't get the bonus? [B]Holy Pyre Stance. [/B]This one is... weird. I mean, I get what you're going for--this isn't fire, it's [I](un)holy fire! [/I](and what about chaosfire or lawfire, hmm?) But it makes me wonder why [I]fire[/I]? And why isn't this a spell or alchemical/magical item instead? [B]Iron Will: [/B]This seems weird for a maneuver. Is it something you can use as a reaction, because it seems odd to use the maneuver [I]just in case [/I]the creature you're against is going to try to charm you. [B]Reassuring Pat: [/B]Awww! Not a question, just awww! [B]Simultaneous Slash: [/B]"Ignores whatever defenses." Does this mean cover or AC? [B]Spirited Whistle: [/B]Shouldn't that be "as long as your mount can see or [I]hear[/I] you? Again, I can't wait to see the final product. These look really good! [/QUOTE]
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A full list of combat maneuvers
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