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D&D Older Editions, OSR, & D&D Variants
4E combat and powers: How to keep the baby and not the bathwater?
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<blockquote data-quote="DMKastmaria" data-source="post: 5854932" data-attributes="member: 6678082"><p>Ok. Trip, Disarm, Shield-Bash, frenzied attack, & defensive fighting are mine. The rest are from one version of the rules or another, though sometimes modified to my specs. I give all my players a copy of this. </p><p></p><p>For any saving throws mentioned below, I use whichever category starts out at 14. Most of those were made for play with Swords & Wizardry, which utilizes a single save. I then ported them over, for my AD&D game.</p><p></p><p><strong><span style="font-size: 15px">Some Combat Maneuvers</span></strong></p><p></p><p><strong>Charging</strong>: A creature who is more than 10’ away from their target, may Charge one time per Turn, moving at double their normal movement rate and attacking in the same Round. They receive a +2 bonus To Hit, but suffer a -1 penalty to their AC and lose any Dexterity Bonus to AC when Charging. If the defender has a weapon which is longer than that of the attacker’s, then the defender will attack first. Certain weapons (spears, lances, pikes, Javelins, Bill-guissarmes, Pole-axes and Halberds) may be “set” against a charge, and will inflict double Damage if a Hit is scored upon a charging attacker. A rider upon a Warhorse and wielding a lance, will do double Damage with the weapon, on a charge. A creature may not charge if they are at their maximum amount of Encumbrance, unless they are on a Warhorse which is not at its maximum Encumbrance. </p><p></p><p><strong>Cleave:</strong> When a Fighter or Fighter sub-class is engaged in melee and brings an opponent to 0 HP or less, he may, in addition to any remaining attacks he may have, immediately make an extra attack against an adjacent enemy (who must be within 5’.) He may use this ability a number of times per Round, equal to his number of attacks per Round, plus one. If he is engaged in melee against multiple opponents, all of whom are 1 HD/Level or lower, he may use this ability a number of times per Round equal to his Level.</p><p></p><p>(the version of Cleave, above, is the one I use for 1 min melee rounds. It also replaces the RAW for Fighters attacking opponents of 1HD or lower in AD&D.</p><p></p><p><strong>Close To Attack:</strong> Unless charging, a Character may Close to within melee range (10’) and then attack on the next Round.</p><p></p><p><strong>Defensive Fighting:</strong> Any Character except an MU, may opt to fight defensively, bettering their AC by 2 but sacrificing a -3 To Hit. Attack rate is halved, when fighting defensively. </p><p></p><p><strong>Disarm:</strong> A Fighter, Paladin, or Ranger may attempt to disarm an opponent, who is wielding a one-handed weapon. An attack roll is made at -2 To Hit, -3 if the defender is wielding a small-sized weapon. If a hit is made, the attacker must make a Saving Throw at -3. If he rolls a true 18 or 19 To Hit, then there is no penalty to the Save. A True 20 rolled To Hit, or on the attackers Saving Throw will automatically succeed with no further rolls being necessary in either case. Otherwise, if the Save is successful, the defender must then make a Saving Throw to hold onto his weapon. </p><p></p><p><strong>Frenzied Attack:</strong> A Fighter, Ranger, Druid or Cleric, may launch an all-out attack during a Round, putting themselves in harm’s way in an attempt to damage their opponent. They will attack at +2 To Hit, but will suffer an AC penalty of 3. A Critical Hit or Miss, made during a Frenzied Attack, might be truly awesome or utterly disastrous.</p><p></p><p><strong>Mounted Attack:</strong> A mounted Fighter, Ranger, Paladin, Cleric or Druid, attacking enemies on foot, receives a +1 bonus to their To Hit rolls and to their AC. A Fighter or Fighter sub-class attacking while riding a trained Warhorse, or similar creature, receives bonuses of +2. If the enemies on foot are wielding Halberds, or Bill-guissarme's the bonus to AC will not apply. If the enemies are wielding Pikes, neither the To Hit nor the AC bonus will apply.</p><p> </p><p><strong>Retreat:</strong> If a creature is moving away at greater than half his normal movement rate, opponents will get a free attack at +2 To Hit and no AC Adjustment from Dexterity or a shield may be used by the defender. A character may perform a Fighting-retreat at one-third his movement rate, but his rate of attack will be halved. This may be combined with Defensive Fighting, with no further penalty to rate of attack.</p><p></p><p><strong>Shield Bash:</strong> A Fighter, Paladin, Ranger or Cleric may forgo his normal attack and his shield bonus to AC to make a Shield Bash attack at +1 To Hit. If successful, he will do 1d4 points of Damage. Damage adjustments for Strength, a magical shield, etc., apply. He may attempt to Push the defender as well, making an opposed Strength Check against his opponent. </p><p>To make the Check, each combatant rolls 2d6. The Attacker adds the total Damage for the Bash attack. The Defender may add his Strength To Hit adjustment. If the Attacker wins, the defender must make a Saving Throw, to avoid being knocked back 11' - 14'. If the defender wins the Strength Check, then the attacker must Save, or be knocked back 11' - 14'. In either case, if the Save is failed by more than -4, it will result in being knocked Prone, instead.</p><p>Certain conditions, such as a defender who is the same size or smaller than the attacker and using neither shield, nor heavy weaponry (two-handed,) may prevent the defender from being able to Push back at his attacker. The defender may Check with Dexterity, instead of Strength, but cannot Push back when doing so. For Ogre sized creatures, the Strength Check will be made without adding in the Base 1d4 Damage rolled. Creatures larger than an Ogre may not normally be Pushed.</p><p></p><p><strong>Trip:</strong> A Fighter, Paladin, Ranger, Cleric or Druid may forgo his normal attack and attempt to trip his opponent, knocking him prone. The Attacker must make a Saving Throw, to set-up his opponent for the maneuver. Then, he must score a To Hit, which will do 1d4 points of potential Damage (no other modifiers apply.) The defender must then make a save, at a penalty equal to the Damage scored. If successful, the Defender remains standing and takes none of the Damage. Otherwise, he suffers the Damage and is knocked Prone, suffering all of the effects of that condition.</p><p></p><p><strong>Two-weapon Fighting:</strong> A character, other than an MU, with a Dexterity of 13+ may fight using two One-Handed weapons. This does not grant an extra attack, due to the abstract nature of combat rolls in the game. Fighting with two weapons grants a +1 To Hit, or a -1 bonus to AC. The Player may choose which bonus he wishes and it will be assumed to go towards his attacking abilities, if he does not make his wishes known. The player may choose, which weapon scored Damage on a Hit.</p></blockquote><p></p>
[QUOTE="DMKastmaria, post: 5854932, member: 6678082"] Ok. Trip, Disarm, Shield-Bash, frenzied attack, & defensive fighting are mine. The rest are from one version of the rules or another, though sometimes modified to my specs. I give all my players a copy of this. For any saving throws mentioned below, I use whichever category starts out at 14. Most of those were made for play with Swords & Wizardry, which utilizes a single save. I then ported them over, for my AD&D game. [B][SIZE="4"]Some Combat Maneuvers[/SIZE][/B] [B]Charging[/B]: A creature who is more than 10’ away from their target, may Charge one time per Turn, moving at double their normal movement rate and attacking in the same Round. They receive a +2 bonus To Hit, but suffer a -1 penalty to their AC and lose any Dexterity Bonus to AC when Charging. If the defender has a weapon which is longer than that of the attacker’s, then the defender will attack first. Certain weapons (spears, lances, pikes, Javelins, Bill-guissarmes, Pole-axes and Halberds) may be “set” against a charge, and will inflict double Damage if a Hit is scored upon a charging attacker. A rider upon a Warhorse and wielding a lance, will do double Damage with the weapon, on a charge. A creature may not charge if they are at their maximum amount of Encumbrance, unless they are on a Warhorse which is not at its maximum Encumbrance. [B]Cleave:[/B] When a Fighter or Fighter sub-class is engaged in melee and brings an opponent to 0 HP or less, he may, in addition to any remaining attacks he may have, immediately make an extra attack against an adjacent enemy (who must be within 5’.) He may use this ability a number of times per Round, equal to his number of attacks per Round, plus one. If he is engaged in melee against multiple opponents, all of whom are 1 HD/Level or lower, he may use this ability a number of times per Round equal to his Level. (the version of Cleave, above, is the one I use for 1 min melee rounds. It also replaces the RAW for Fighters attacking opponents of 1HD or lower in AD&D. [B]Close To Attack:[/B] Unless charging, a Character may Close to within melee range (10’) and then attack on the next Round. [B]Defensive Fighting:[/B] Any Character except an MU, may opt to fight defensively, bettering their AC by 2 but sacrificing a -3 To Hit. Attack rate is halved, when fighting defensively. [B]Disarm:[/B] A Fighter, Paladin, or Ranger may attempt to disarm an opponent, who is wielding a one-handed weapon. An attack roll is made at -2 To Hit, -3 if the defender is wielding a small-sized weapon. If a hit is made, the attacker must make a Saving Throw at -3. If he rolls a true 18 or 19 To Hit, then there is no penalty to the Save. A True 20 rolled To Hit, or on the attackers Saving Throw will automatically succeed with no further rolls being necessary in either case. Otherwise, if the Save is successful, the defender must then make a Saving Throw to hold onto his weapon. [B]Frenzied Attack:[/B] A Fighter, Ranger, Druid or Cleric, may launch an all-out attack during a Round, putting themselves in harm’s way in an attempt to damage their opponent. They will attack at +2 To Hit, but will suffer an AC penalty of 3. A Critical Hit or Miss, made during a Frenzied Attack, might be truly awesome or utterly disastrous. [B]Mounted Attack:[/B] A mounted Fighter, Ranger, Paladin, Cleric or Druid, attacking enemies on foot, receives a +1 bonus to their To Hit rolls and to their AC. A Fighter or Fighter sub-class attacking while riding a trained Warhorse, or similar creature, receives bonuses of +2. If the enemies on foot are wielding Halberds, or Bill-guissarme's the bonus to AC will not apply. If the enemies are wielding Pikes, neither the To Hit nor the AC bonus will apply. [B]Retreat:[/B] If a creature is moving away at greater than half his normal movement rate, opponents will get a free attack at +2 To Hit and no AC Adjustment from Dexterity or a shield may be used by the defender. A character may perform a Fighting-retreat at one-third his movement rate, but his rate of attack will be halved. This may be combined with Defensive Fighting, with no further penalty to rate of attack. [B]Shield Bash:[/B] A Fighter, Paladin, Ranger or Cleric may forgo his normal attack and his shield bonus to AC to make a Shield Bash attack at +1 To Hit. If successful, he will do 1d4 points of Damage. Damage adjustments for Strength, a magical shield, etc., apply. He may attempt to Push the defender as well, making an opposed Strength Check against his opponent. To make the Check, each combatant rolls 2d6. The Attacker adds the total Damage for the Bash attack. The Defender may add his Strength To Hit adjustment. If the Attacker wins, the defender must make a Saving Throw, to avoid being knocked back 11' - 14'. If the defender wins the Strength Check, then the attacker must Save, or be knocked back 11' - 14'. In either case, if the Save is failed by more than -4, it will result in being knocked Prone, instead. Certain conditions, such as a defender who is the same size or smaller than the attacker and using neither shield, nor heavy weaponry (two-handed,) may prevent the defender from being able to Push back at his attacker. The defender may Check with Dexterity, instead of Strength, but cannot Push back when doing so. For Ogre sized creatures, the Strength Check will be made without adding in the Base 1d4 Damage rolled. Creatures larger than an Ogre may not normally be Pushed. [B]Trip:[/B] A Fighter, Paladin, Ranger, Cleric or Druid may forgo his normal attack and attempt to trip his opponent, knocking him prone. The Attacker must make a Saving Throw, to set-up his opponent for the maneuver. Then, he must score a To Hit, which will do 1d4 points of potential Damage (no other modifiers apply.) The defender must then make a save, at a penalty equal to the Damage scored. If successful, the Defender remains standing and takes none of the Damage. Otherwise, he suffers the Damage and is knocked Prone, suffering all of the effects of that condition. [B]Two-weapon Fighting:[/B] A character, other than an MU, with a Dexterity of 13+ may fight using two One-Handed weapons. This does not grant an extra attack, due to the abstract nature of combat rolls in the game. Fighting with two weapons grants a +1 To Hit, or a -1 bonus to AC. The Player may choose which bonus he wishes and it will be assumed to go towards his attacking abilities, if he does not make his wishes known. The player may choose, which weapon scored Damage on a Hit. [/QUOTE]
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4E combat and powers: How to keep the baby and not the bathwater?
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