Mustrum_Ridcully
Legend
Remember 3E - If you wanted to Trip, you could try it any round. But you didn't get to deal damage with your trip, you either knocked someone prone, or you made a regular attack.So here's what I find a little hard to suss out about the whole 'modular' thing:
In a base/core system where DM/player negotiations and reasonable-ness are the major rule, it seems like a fighter should be able to execute some combat maneuvers- disarm, pushing the opponent, tying up a weapon, tripping, etc. Without an AEDU-like system, any of these things can be done as often as the player would like to try them- they just have to be in a position where it is tactically reasonable, and they may incur some risk for attempting them. Both of those things seem well in the realm of things that a DM and player can work out together.
So enter the 4e-style AEDU snap-on tactical combat module.
Now, instead of being able to try these maneuvers anytime they might have a chance of working, an AEDU fighter can only do them x times per encounter/day. You might not be able to do them at all if they lack an appropriate power. It seems like the AEDU combatant is somewhat hamstrung in comparison with the non-AEDU combatant, who can just attempt anything they want whenever they want using the improvise guidelines.
So the question is, how do you make both the AEDU and non-AEDU character work without either a) taking options away from the non-AEDU character or b) making the AEDU character have fewer options than the basic character? What's the advantage to using the AEDU rules, other than 'my DM and I disagree about the circumstances under which a disarm or trip is feasible, and this removes the ambiguity'?
In 4E, there was no Trip, there were powers that dealt damage and knocked the target prone, which you could use only once per encounter or once per day.
AEDUpowers tend to be stuff that means "deal damage and use a maneuver". If anything, the non AEDUpowers character might be harmstrung. Might be, because the hypothetical module might also make other alterations, say, reduce hit points or damage bonuses, replacing innate bonuses the non AEDUpowers classes normally have.