Please review, comment, critique, etc., especially with an eye towards balance and playability (e.g., are any of these moves so good that they overshadow class powers, or lead to generalized, repeatable tactics?).
My main goal here is to say "yes" to my players. When they say, "That necromancer's staff is the problem... I grab it from him!" I don't want to be the sort of DM who says, "Sorry, that's not a listed maneuver in the combat chapter, so the staff is glued to his hand." I want to give them a shot at it.
Notes: These are all intended to add tactical options that are generally poor choices but might be crucial in certain circumstances.... exactly the sort of crazy stuff my players will attempt. I tried to balance them via consequences for failure, rather than super-harsh penalties, so that they are still achievable.
DISARM
Disarming a skilled opponent is tricky, but can provide a tremendous benefit in combat. Use this maneuver to deprive an enemy of a melee weapon that they are currently wielding. To remove a ranged weapon, sheathed melee weapon, or implement, use the takeaway maneuver.
DISARM: STANDARD ACTION
SLAM
You plow into an enemy, using force to knock them over... or, you bounce off them harmlessly.
SLAM: STANDARD ACTION
TAKEAWAY
You grab an item carried by your opponent. This differs from disarming because your opponent is not actively trying to defend themselves using the item.
TAKEAWAY: STANDARD ACTION
TRIP
You try to catch a foe off-balance or use fancy footwork to knock him down. This tactic is risky, because you yourself could fall over instead.
TRIP: STANDARD ACTION
My main goal here is to say "yes" to my players. When they say, "That necromancer's staff is the problem... I grab it from him!" I don't want to be the sort of DM who says, "Sorry, that's not a listed maneuver in the combat chapter, so the staff is glued to his hand." I want to give them a shot at it.
Notes: These are all intended to add tactical options that are generally poor choices but might be crucial in certain circumstances.... exactly the sort of crazy stuff my players will attempt. I tried to balance them via consequences for failure, rather than super-harsh penalties, so that they are still achievable.
DISARM
Disarming a skilled opponent is tricky, but can provide a tremendous benefit in combat. Use this maneuver to deprive an enemy of a melee weapon that they are currently wielding. To remove a ranged weapon, sheathed melee weapon, or implement, use the takeaway maneuver.
DISARM: STANDARD ACTION
- Weapon Proficiency: You must be wielding a melee weapon with which you are proficient.
- Target: Any adjacent enemy who is wielding a melee weapon.
- Opposed Check: You and your opponent each make a basic melee attack roll. Your opponent gets a +5 bonus to the roll if they are proficient with their weapon. (Assume most monsters are proficient in the weapons they carry.)
- Success: Your opponent drops his weapon in any square adjacent to him (your choice).
- Failure: You grant your opponent combat advantage until the start of your next turn.
SLAM
You plow into an enemy, using force to knock them over... or, you bounce off them harmlessly.
SLAM: STANDARD ACTION
- Target: You can slam a target adjacent to you that is smaller than you, the same size category as you, or one category larger than you.
- Strength Attack: Make a Strength attack vs. Fortitude defense. Do not add any modifiers for the weapon you use.
Hit: The target falls prone.
Miss: Your turn ends (you can take no further actions this turn), and you are stunned until the start of your next turn. - Part of a Charge: As part of a charge, you can slam an opponent instead of making a basic melee attack. You gain a +1 bonus to your attack roll, as usual when charging.
TAKEAWAY
You grab an item carried by your opponent. This differs from disarming because your opponent is not actively trying to defend themselves using the item.
TAKEAWAY: STANDARD ACTION
- Hand Free: You must have at least one hand free (not holding anything) to takeaway.
- Target: Any one item held or worn by an adjacent enemy, except a melee weapon (for that, use the Disarm action).
- Strength Attack: Make a Strength attack vs. Reflex defense, with special modifiers described below. Do not add any modifiers for the weapon you use.
Hit: You take the item from your foe and now hold it in your hand.
Miss: You suffer the effects of one of your foe's basic attacks (their choice, if they have multiple basic attacks) as if they had hit you with it. This requires no attack roll, and doesn't count as them attacking you (it doesn't trigger opportunity actions or immediate actions based on attacking, for example). If your foe is not capable of taking opportunity attacks, you don't suffer any consequences for a miss with your takeaway maneuver. - Worn Item: If you are trying to take a loosely worn item, such as an amulet, cape, backpack, or sheathed weapon, your opponent gets a +5 bonus to their Reflex defense. You can't take most types of armor, boots, or gloves, or any item stowed in a backpack, pouch or pocket, although you may be able to take the container itself.
- Held Item: If you are trying to take a held item, your foe also makes a Strength check. Your Strength attack roll must both equal or exceed your foe's Reflex defense and exceed their Strength check result in order for you to take the item.
TRIP
You try to catch a foe off-balance or use fancy footwork to knock him down. This tactic is risky, because you yourself could fall over instead.
TRIP: STANDARD ACTION
- Target: You can trip a target adjacent to you.
- Dexterity Attack: Make a Dexterity attack vs. Reflex defense. Do not add any modifiers for the weapon you use.
Hit: The target falls prone.
Miss: You fall prone.
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