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If 5e does maneuvers right, it will add authentic medieval maneuvers
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<blockquote data-quote="Mishihari Lord" data-source="post: 5986855" data-attributes="member: 128"><p>That would be really cool. Realistic maneuvers could lead to less abstracted combat than previous iterations of D&D, but it doesn't have to.</p><p></p><p>I think something like this could work: </p><p></p><p></p><p></p><p>I think this would be mainly a fighter schtick, and higher level fighters could get access to more advanced maneuvers, improvements to base maneuvers, or multiple maneuvers per round.</p><p></p><p>I do see two difficulties with such a system. </p><p></p><p>First, available maneuvers should vary significantly by weapon type. I wouldn't really expect to parry with a bow unless I'm playing Legolas. It would be a lot of work to come up with all of the maneuver charts.</p><p></p><p>Second, some maneuvers wouldn't make sense in all situations. Frex, if a giant swings a club at you, a human just doesn't have the mass to go corps-a-corp. Many real life maneuvers are specifically for blade to blade combat, which is only a part of D&D combat. There would have to be some pretty extensive rules to disallow silly results.</p><p></p><p>I've also seen a combat system I liked where there was a kind of maneuver map. What maneuvers were available in a current round depended on which ones you had performed last round, and there were a bunch of different trees for different fighting styles.</p></blockquote><p></p>
[QUOTE="Mishihari Lord, post: 5986855, member: 128"] That would be really cool. Realistic maneuvers could lead to less abstracted combat than previous iterations of D&D, but it doesn't have to. I think something like this could work: I think this would be mainly a fighter schtick, and higher level fighters could get access to more advanced maneuvers, improvements to base maneuvers, or multiple maneuvers per round. I do see two difficulties with such a system. First, available maneuvers should vary significantly by weapon type. I wouldn't really expect to parry with a bow unless I'm playing Legolas. It would be a lot of work to come up with all of the maneuver charts. Second, some maneuvers wouldn't make sense in all situations. Frex, if a giant swings a club at you, a human just doesn't have the mass to go corps-a-corp. Many real life maneuvers are specifically for blade to blade combat, which is only a part of D&D combat. There would have to be some pretty extensive rules to disallow silly results. I've also seen a combat system I liked where there was a kind of maneuver map. What maneuvers were available in a current round depended on which ones you had performed last round, and there were a bunch of different trees for different fighting styles. [/QUOTE]
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If 5e does maneuvers right, it will add authentic medieval maneuvers
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