Arc
First Post
Edit: After some thought, I've revised the advance rules, to deal with a few niggling problems, and to address some concerns voiced below. The original rules can be found below the revised ones (along w/ the original design decisions)
Advance
As a melee attack, you may attempt to force your opponent to move. If you succeed, you and your opponent must move 5' in a direction of your choosing. This special attack action draws an attack of opportunity.
Step 1: Attack of Opportunity. You provoke an attack of opportunity from the target you are trying to advance against (If you have the Improved Advance feat, you don't incur an attack of opportunity for making an advance attempt.) If the defender's attack of opportunity deals any damage, your advance attempt fails.
Step 2: Opposed Rolls. You and the defender make opposed attack rolls with your respective weapons. If the combatants are of different sizes, the larger combatant gets a bonus on the attack roll of +4 per difference in size category.
Step 3: Consequences. If you beat the defender, you and the defender must move 5' in a direction of your choosing. This does not count towards either combatant's movement for the round. This movement does not count as normal movement for the purposes of drawing attacks of opportunity.
If you fail on the advance attempt, the defender may immediately react and attempt to make an advance against you with the same sort of opposed melee attack roll. His attempt does not provoke an attack of opportunity from you. If he fails his advance attempt, you do not subsequently get a free advance attempt against him.
Note: You may not make an advance attempt against an opponent that is 2 or more sizes larger than you.
Improved Advance [General, Fighter]
Prerequisites: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity when you attempt to advance against an opponent, nor does the opponent have a chance to advance against you. You also gain a +4 bonus on the opposed attack roll you make to advance against your opponent.
Normal: See the normal advance rules.
Special: A fighter may select Improved Advance as one of his fighter bonus feats.
Dauntless Advance [General, Fighter]
Prerequisites: Int 13, Combat Expertise, Improved Advance.
Benefit: You may make an advance attempt against an opponent of up to one size category larger than you could normally advance against. For example, if you are a small creature, with Dauntless Advance, you may make an advance attempt against an opponent of size large or less.
Normal: You may only make an advance attempt against an opponent 1 size larger than you.
Special: A fighter may select Improved Advance as one of his fighter bonus feats.
Old stuff:
As I'm about to commence running a swashbuckling, airship pirates campaign, I've been looking at rules and supplements that add a swashbuckling flavor to combat. I've come across several that I like and will be using (including Dragon 301's Parry rules), but the fluidity of movement classic in most pirate and adventure films seemed to be missing.
Thus, I've created rules for a new combat action: advance. The general idea is to allow for the forcing of movement between two combatants, without uneccessary complexity. I've based these rules (and accompanying feat) off of the rules for disarm, and I like the tactical complexity they bring to combat. Have a look, and give me the criticism needed to make them work well
Edit: Here's the conundrum I'm facing, if I implement these rules: Should the forced movement draw AOOs? If yes, then the action is quite powerful (perhaps overly so). If not, then it loses some of its tactical advantage.
Edit: Typos + Great Advance prereqs fixed.
Advance
As a melee attack, you may attempt to force your opponent to move. If you succeed, your opponent must move 5' in a direction of your choosing. This special attack action draws an attack of opportunity.
Step 1: Attack of Opportunity. You provoke an attack of opportunity from the target you are trying to advance against (If you have the Improved Advance feat, you don't incur an attack of opportunity for making an advance attempt.) If the defender's attack of opportunity deals any damage, your advance attempt fails.
Step 2: Opposed Rolls. You and the defender make opposed attack rolls with your respective weapons. If the combatants are of different sizes, the larger combatant gets a bonus on the attack roll of +4 per difference in size category.
Step 3: Consequences. If you beat the defender, the defender must move 5' in a direction of your choosing. This does not count towards the defender's movement for the round.
If you fail on the advance attempt, the defender may immediately react and attempt to make an advance against you with the same sort of opposed melee attack roll. His attempt does not provoke an attack of opportunity from you. If he fails his advance attempt, you do not subsequently get a free advance attempt against him.
Improved Advance [General, Fighter]
Prerequisites: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity when you attempt to advance against an opponent, nor does the opponent have a chance to advance against you. You also gain a +4 bonus on the opposed attack roll you make to advance against your opponent.
Normal: See the normal advance rules.
Special: A fighter may select Improved Advance as one of his fighter bonus feats.
Great Advance [General, Fighter]
Prerequisites: Int 15, Combat Expertise, Improved Advance.
Benefit: Upon the success of an advance attempt, you may make an extra 5' move in a direction of your choosing. This extra 5' move does not count towards your movement for the round.
Special: A fighter may select Great Advance as one of his fighter bonus feats.
Advance
As a melee attack, you may attempt to force your opponent to move. If you succeed, you and your opponent must move 5' in a direction of your choosing. This special attack action draws an attack of opportunity.
Step 1: Attack of Opportunity. You provoke an attack of opportunity from the target you are trying to advance against (If you have the Improved Advance feat, you don't incur an attack of opportunity for making an advance attempt.) If the defender's attack of opportunity deals any damage, your advance attempt fails.
Step 2: Opposed Rolls. You and the defender make opposed attack rolls with your respective weapons. If the combatants are of different sizes, the larger combatant gets a bonus on the attack roll of +4 per difference in size category.
Step 3: Consequences. If you beat the defender, you and the defender must move 5' in a direction of your choosing. This does not count towards either combatant's movement for the round. This movement does not count as normal movement for the purposes of drawing attacks of opportunity.
If you fail on the advance attempt, the defender may immediately react and attempt to make an advance against you with the same sort of opposed melee attack roll. His attempt does not provoke an attack of opportunity from you. If he fails his advance attempt, you do not subsequently get a free advance attempt against him.
Note: You may not make an advance attempt against an opponent that is 2 or more sizes larger than you.
Improved Advance [General, Fighter]
Prerequisites: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity when you attempt to advance against an opponent, nor does the opponent have a chance to advance against you. You also gain a +4 bonus on the opposed attack roll you make to advance against your opponent.
Normal: See the normal advance rules.
Special: A fighter may select Improved Advance as one of his fighter bonus feats.
Dauntless Advance [General, Fighter]
Prerequisites: Int 13, Combat Expertise, Improved Advance.
Benefit: You may make an advance attempt against an opponent of up to one size category larger than you could normally advance against. For example, if you are a small creature, with Dauntless Advance, you may make an advance attempt against an opponent of size large or less.
Normal: You may only make an advance attempt against an opponent 1 size larger than you.
Special: A fighter may select Improved Advance as one of his fighter bonus feats.
Old stuff:
As I'm about to commence running a swashbuckling, airship pirates campaign, I've been looking at rules and supplements that add a swashbuckling flavor to combat. I've come across several that I like and will be using (including Dragon 301's Parry rules), but the fluidity of movement classic in most pirate and adventure films seemed to be missing.
Thus, I've created rules for a new combat action: advance. The general idea is to allow for the forcing of movement between two combatants, without uneccessary complexity. I've based these rules (and accompanying feat) off of the rules for disarm, and I like the tactical complexity they bring to combat. Have a look, and give me the criticism needed to make them work well
Edit: Here's the conundrum I'm facing, if I implement these rules: Should the forced movement draw AOOs? If yes, then the action is quite powerful (perhaps overly so). If not, then it loses some of its tactical advantage.
Edit: Typos + Great Advance prereqs fixed.
Advance
As a melee attack, you may attempt to force your opponent to move. If you succeed, your opponent must move 5' in a direction of your choosing. This special attack action draws an attack of opportunity.
Step 1: Attack of Opportunity. You provoke an attack of opportunity from the target you are trying to advance against (If you have the Improved Advance feat, you don't incur an attack of opportunity for making an advance attempt.) If the defender's attack of opportunity deals any damage, your advance attempt fails.
Step 2: Opposed Rolls. You and the defender make opposed attack rolls with your respective weapons. If the combatants are of different sizes, the larger combatant gets a bonus on the attack roll of +4 per difference in size category.
Step 3: Consequences. If you beat the defender, the defender must move 5' in a direction of your choosing. This does not count towards the defender's movement for the round.
If you fail on the advance attempt, the defender may immediately react and attempt to make an advance against you with the same sort of opposed melee attack roll. His attempt does not provoke an attack of opportunity from you. If he fails his advance attempt, you do not subsequently get a free advance attempt against him.
Improved Advance [General, Fighter]
Prerequisites: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity when you attempt to advance against an opponent, nor does the opponent have a chance to advance against you. You also gain a +4 bonus on the opposed attack roll you make to advance against your opponent.
Normal: See the normal advance rules.
Special: A fighter may select Improved Advance as one of his fighter bonus feats.
Great Advance [General, Fighter]
Prerequisites: Int 15, Combat Expertise, Improved Advance.
Benefit: Upon the success of an advance attempt, you may make an extra 5' move in a direction of your choosing. This extra 5' move does not count towards your movement for the round.
Special: A fighter may select Great Advance as one of his fighter bonus feats.
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