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General Tabletop Discussion
*TTRPGs General
Making combat move more -- pressing attack, lunge, losing ground, and the like
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<blockquote data-quote="barsoomcore" data-source="post: 648246" data-attributes="member: 812"><p>I wanted to add a new combat manuver but couldn't figure out how to make it work -- something like Fighting Withdrawal: if you take a 5' step away from your opponent before making any attacks, you gain a +1 circumstance bonus to AC against that opponent for one round.</p><p></p><p>So you COULD take a 5' step back, use a Move action to move back and take a single attack with the bonus, or you could take that 5' step back, use your reach weapon. It's possibly open to manipulation.</p><p></p><p>Another possibility is this: Any time a character hits another and does damage, the character that was struck moves five feet away directly away from their attacker, who automatically follows, both movements being free actions. A character who is blocked in this retreating motion by a wall or suffers some penalty -- either an AC penalty (because they can't defend themselves by backing up) or an action penalty (no full attacks while your back is to the wall). A character who wants to resist this "pushback" has to make a Fort Save or something to stay in place. In no case do any of the motions draw attacks of opportunity. An attacking character can drive another character back five feet for each successful attack they make.</p><p></p><p>And if you allow the attacker character to decide to NOT follow their opponent, it becomes a way of disengaging without suffering an attack of opportunity -- "I strike at his face, cutting his cheek, and as he stumbles back, roaring in pain, I turn and sprint up the stairs!" You hit him, he moves back five feet, you don't so now you're not in his threatened range and can move wherever you like.</p><p></p><p>I kinda like this rule.</p><p></p><p>You could also take out the Dodge pre-requisite for Mobility, thus making Mobility much easier to get, so you can have more nimble characters without making any big rules changes. Perhaps apply armour check penalties to attacks of opportunity so that lightly armoured characters are more dangerous that way.</p></blockquote><p></p>
[QUOTE="barsoomcore, post: 648246, member: 812"] I wanted to add a new combat manuver but couldn't figure out how to make it work -- something like Fighting Withdrawal: if you take a 5' step away from your opponent before making any attacks, you gain a +1 circumstance bonus to AC against that opponent for one round. So you COULD take a 5' step back, use a Move action to move back and take a single attack with the bonus, or you could take that 5' step back, use your reach weapon. It's possibly open to manipulation. Another possibility is this: Any time a character hits another and does damage, the character that was struck moves five feet away directly away from their attacker, who automatically follows, both movements being free actions. A character who is blocked in this retreating motion by a wall or suffers some penalty -- either an AC penalty (because they can't defend themselves by backing up) or an action penalty (no full attacks while your back is to the wall). A character who wants to resist this "pushback" has to make a Fort Save or something to stay in place. In no case do any of the motions draw attacks of opportunity. An attacking character can drive another character back five feet for each successful attack they make. And if you allow the attacker character to decide to NOT follow their opponent, it becomes a way of disengaging without suffering an attack of opportunity -- "I strike at his face, cutting his cheek, and as he stumbles back, roaring in pain, I turn and sprint up the stairs!" You hit him, he moves back five feet, you don't so now you're not in his threatened range and can move wherever you like. I kinda like this rule. You could also take out the Dodge pre-requisite for Mobility, thus making Mobility much easier to get, so you can have more nimble characters without making any big rules changes. Perhaps apply armour check penalties to attacks of opportunity so that lightly armoured characters are more dangerous that way. [/QUOTE]
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Making combat move more -- pressing attack, lunge, losing ground, and the like
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