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New mechanic: Intimidation CDG
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<blockquote data-quote="nameless" data-source="post: 218674" data-attributes="member: 1543"><p>There is (debatably) a large fault in the rules when it comes to restraining mid to high level characters: they have too many HP for any single attack to seriously threaten them. Here is a new rule to emulate the "Reach for the sky" scenario.</p><p></p><p>If an attacker ambushes an flat-footed opponent, he may spend his partial action in the surprise round to begin a subdual attempt. If the attacker has a weapon readied and the victim doesn't, the victim gets a -5 on his initiative roll. Assuming the attacker wins initiative, he may make an Intimidate roll as a full-round action, DC = 10 + the highest HD among his enemies. If he succeeds, he has proven that he is in a superior position.</p><p></p><p>This superior position grants the following bonuses:</p><p>1. The attacker may make AoO's with a ranged weapon if within 30 feet, but only against those he subdued. He threatens every square within 30 feet of himself.</p><p>2. The following actions provoke AoO's from victims (in addition to normal actions): Drawing a weapon, Any movement (even a 5-foot step).</p><p>3. All victims are considered flat-footed against the attacker.</p><p>4. If the attacker makes an AoO against one of his victims, that attack is an automatic confirmed threat, roll only to hit.</p><p>5. A successful Feint with a -20 penalty may be attempted by the victims each round. Success means that the subdual is broken for that round. Failure means that the attacker knows what the victim attempted gains a +1 circumstance bonus to future Feints (cumulative).</p><p></p><p>Is this rule balanced? Is it appropriate and/or necessary? Feedback is appreciated.</p><p></p><p>-nameless</p></blockquote><p></p>
[QUOTE="nameless, post: 218674, member: 1543"] There is (debatably) a large fault in the rules when it comes to restraining mid to high level characters: they have too many HP for any single attack to seriously threaten them. Here is a new rule to emulate the "Reach for the sky" scenario. If an attacker ambushes an flat-footed opponent, he may spend his partial action in the surprise round to begin a subdual attempt. If the attacker has a weapon readied and the victim doesn't, the victim gets a -5 on his initiative roll. Assuming the attacker wins initiative, he may make an Intimidate roll as a full-round action, DC = 10 + the highest HD among his enemies. If he succeeds, he has proven that he is in a superior position. This superior position grants the following bonuses: 1. The attacker may make AoO's with a ranged weapon if within 30 feet, but only against those he subdued. He threatens every square within 30 feet of himself. 2. The following actions provoke AoO's from victims (in addition to normal actions): Drawing a weapon, Any movement (even a 5-foot step). 3. All victims are considered flat-footed against the attacker. 4. If the attacker makes an AoO against one of his victims, that attack is an automatic confirmed threat, roll only to hit. 5. A successful Feint with a -20 penalty may be attempted by the victims each round. Success means that the subdual is broken for that round. Failure means that the attacker knows what the victim attempted gains a +1 circumstance bonus to future Feints (cumulative). Is this rule balanced? Is it appropriate and/or necessary? Feedback is appreciated. -nameless [/QUOTE]
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New mechanic: Intimidation CDG
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