Are special manuevers even harder than they were in the Beta?

Well, then you got me wrong or I didn't express myself sufficiently enough, or focused on the less important parts.

I don't think maneuvers should happen all the time. But I think they should be "controllable". E.g. the moment you use it, you feel you have a reasonable chance to succeed with it. That doesn't have to mean you can use it all the time.

OK whatever.

How does a fire behind an orc give a character more control over being able to bull rush the orc? That was your example.

A reasonable character (the gnome wizard needs to think of something else) DOES have a reasonable chance of success. It may be less than that same character's chance of hitting with a single sword attack. But it is very much reasonable. And the added presence of the fire makes the risk reward well worth going for it. But the addition of the fire does not have any control over the chance of success.
 

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OK whatever.

How does a fire behind an orc give a character more control over being able to bull rush the orc? That was your example.

A reasonable character (the gnome wizard needs to think of something else) DOES have a reasonable chance of success. It may be less than that same character's chance of hitting with a single sword attack. But it is very much reasonable. And the added presence of the fire makes the risk reward well worth going for it. But the addition of the fire does not have any control over the chance of success.
The firepit is where I'd like to bullrush the Orc in. But it's not the reason it is "easier" to do so. The reason is a mechanic that models a changing suspectibility to a maneuver. Be it divine luck, an enemies fumble, a setup maneuver, a distracting spell, or something else. But since the orc is standing near the firepit, that's where I will push him when I see an opening and know I have a chance to exploit it.

Without such an "opening" mechanic, I would have to try again and again, and this just doesn't feel dynamic or interesting (and is probably also a bad idea since I could achieve more if I did the standard option of striking to injure and kill.)
 

Opposed rolls risk letting effects that should not kick off, have a chance to effect the target. You don't let a caster Roll his DCs {rather than assuming bas 10] since that could let a low level 'take out 'effect gain a DC that a significant foe might actually fail against. You keep those locked in at 10+ modifiers to minimize the chance of an upset

Now the same principle has been applied to combat maneuvers. No more does a character have the hope or rolling high when the foe rolls low, now a static unyielding DC stands as a bulwark.:]
 

For the firepit example and most other combat maneuvers, I think the tactical tradeoff is that you have less of a chance to hit but will deal more damage if successful. I can either attack the orc with my longsword and deal 1d8 damage, or I can push him into the firepit, have him take fire damage, and probably have him run around burning for a couple of rounds.

The same thing goes for the balor example: I can either strike him for damage, or I can go for a disarm that will prevent him from lopping off my head on a critical hit. The latter is harder to do, but has a bigger combat advantage.

In any case, from actual play experience I haven't noticed combat maneuvers being prohibitively difficult. It would take me actually seeing the system break down in gameplay to believe otherwise.

Without such an "opening" mechanic, I would have to try again and again, and this just doesn't feel dynamic or interesting (and is probably also a bad idea since I could achieve more if I did the standard option of striking to injure and kill.)

It sounds to me like the type of mechanic you're looking for is covered by a circumstance bonus. If you specifically wait for an opening, or if an ally creates that opening for you, I would think a +2 to +4 bonus to the maneuver would be in order
 
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The firepit is where I'd like to bullrush the Orc in. But it's not the reason it is "easier" to do so. The reason is a mechanic that models a changing suspectibility to a maneuver. Be it divine luck, an enemies fumble, a setup maneuver, a distracting spell, or something else. But since the orc is standing near the firepit, that's where I will push him when I see an opening and know I have a chance to exploit it.

Without such an "opening" mechanic, I would have to try again and again, and this just doesn't feel dynamic or interesting (and is probably also a bad idea since I could achieve more if I did the standard option of striking to injure and kill.)
ok, well again, you said:
The reward is choosing the right combat maneuver at the right time. Disarming the Balor from his Vorpal Sword, bullrushing the Orc into the firepit.

Bull rush is the maneuver and the key was choosing that maneuver at the time the orc was in front of the fire pit. It is cool if you didn't mean that. But it is what you said, so I hope you understand I just took you at your word.

Now you seem to want to add an arbitrary game mechanic that lets the character wave a cosmic get out of jail free card and suddenly it is a gimmie that you will succeed.

I like action points and sometimes use them. But action points are pretty precious when I use them, and I frequently don't. And even when used they only give +1d6. But there is some common ground here at least.

But some kind of more potent mechanic is just gimmicky to me, and not fun. It is a freebie and the opposite of heroic or cool. You may as well set aside the dice and declare the PCs "the winners". And that I see it this way is probably part of why I use APs so infrequently and stingily.

On the other hand, I still take issue with the "try again and again" thing. If it is really that unlikely, then your gnome wizard really needs to stop trying to bullrush orcs. And it may fail for a normal half-orc barbarian character. There is no glory in victory without the risk of failure. But I don't see anything in PF that makes me anticipate trying "again and again". I think you are building an image that doesn't represent the actual circumstances. The chance of success for a reasonable task is reasonable.

I get the impression that you see failing to bullrush the orc into the firepit as a break down of the game system. I don't see that in the least.
 
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It sounds to me like the type of mechanic you're looking for is covered by a circumstance bonus. If you specifically wait for an opening, or if an ally creates that opening for you, I would think a +2 to +4 bonus to the maneuver would be in order
Without some other action to justify it, I would not allow a circumstance bonus just for waiting. Now, I can easily imagine that if the balor is trying to complete a ritual, exactly this might be perfect.

And the aid another action is absolutely a valid choice. I agree completely that these are smart play options for padding the odds of an attack.
 


Without such an "opening" mechanic, I would have to try again and again, and this just doesn't feel dynamic or interesting (and is probably also a bad idea since I could achieve more if I did the standard option of striking to injure and kill.)
Agreed, but environment is not usually provide such openings.
And unless you are built to do them: you won't succeed often when they do.
Meaning:
A. you spend feats to do something that occurs not very often
or
B. spend feats to do something you can do often.

B is a lot more useful way to take feats. In 3.5, Bullrush was B (dungeon crasher for instance).

Easier to use for player, but Harde/less payoff for character it seems in pathfinder.
 

ok, well again, you said:


Bull rush is the maneuver and the key was choosing that maneuver at the time the orc was in front of the fire pit. It is cool if you didn't mean that. But it is what you said, so I hope you understand I just took you at your word.

Now you seem to want to add an arbitrary game mechanic that lets the character wave a cosmic get out of jail free card and suddenly it is a gimmie that you will succeed.
It's not a gimmie. Is it a gimmie now that I hit my opponent and deal damage?

I like action points and sometimes use them. But action points are pretty precious when I use them, and I frequently don't. And even when used they only give +1d6. But there is some common ground here at least.
I think if Pathfinder would use action points, this might be fine with me. That is a good alternate approach that it's a lot easier to implement then other approaches. And also an easy house rule should I ever run Pathfinder.

But some kind of more potent mechanic is just gimmicky to me, and not fun. It is a freebie and the opposite of heroic or cool. You may as well set aside the dice and declare the PCs "the winners". And that I see it this way is probably part of why I use APs so infrequently and stingily.
No need for hyperbole.

On the other hand, I still take issue with the "try again and again" thing. If it is really that unlikely, then your gnome wizard really needs to stop trying to bullrush orcs.
Why do you hate Telekinesis?

And it may fail for a normal half-orc barbarian character. There is no glory in victory without the risk of failure. But I don't see anything in PF that makes me anticipate trying "again and again". I think you are building an image that doesn't represent the actual circumstances. The chance of success for a reasonable task is reasonable.
Well, I haven't run the numbers in detail, but it seems the difficulty is typically higher than hitting an opponent. It might also be problematic since it is based on the opponents attack bonus, which does scale very differently depending on level and type of the monster. (Dragons typically have an insane attack bonus, Undead less so.) And it also seems to add two ability modifiers instead of one, so it is bound to even be higher. At what level can you only succeed when you roll a 20 against most foes?
Trying "again and again" will probably simply not happen when it is too difficult.

The combat maneuvers in 3.x targeted touch AC and created an opposed roll.
The "gimmie" problem in 3.x was typically related to two things:
- The touch AC is ridiculously low. A good tactic was to use an iterative attack for that.
- The opposed roll was problematic if you could ensure counter-attempts were impossible to succeed or just didn't happen. 3E Trip negates the counter-trip, IIRC, locked gauntlets made it nearly impossible to counter any disarm attempt.
Of course, against many monsters, their bonuses to the roll were so high that it didn't matter anyway. Quadrupeds, Large or larger, high strength monsters with scores beyond the values of the PCs...


In the end, I am distinguishing between two things:
- How often can you attempt to disarm or trip.
- How easy is it to do it if you attempt to do it.

The simplest approach is just make it a high DC.
What I am saying is that the simplest approach is not the one that leads to the more interesting game.
The frequency of attempts does not need to depend on the difficulty.
A Rogue can only sneak attack when he flanks someone or the opponent has lost his Dex bonus to attack. Sneak Attack is not modeled by simply saying "the DC is 5 points higher". (There is feat that works a little like that, though. It's called Power Attack. ;) )

Similar restrictions could apply to combat maneuvers.
The actual difficulty of making a sneak attack is the same as hitting someone in normal melee. But you can only achieve it under certain circumstances. Now, flanking someone is relatively easy to accomplish. Combat maneuvers require something more difficult.
But the advantage of sneak attack is that it introduces an interesting combat dynamic. The Rogue is not just standing around and hoping he hits against a higher DC then the Fighter. Instead, he tries to maneuver in a position where he can use his ability and avoids being in situations where he cannot.

There are other ways to create "interesting" combat dynamics. If you required an action point to even try a maneuver, the players challenge would be to figure out the situation where he gets the "most bang for his buck". It might cause some maneuvering on the battlefield if he tries to lure his foes into a situation where bullrush-into-firepit is a possibility.


I get the impression that you see failing to bullrush the orc into the firepit as a break down of the game system. I don't see that in the least.
We are not talking about the breakdown of a game system. Just a mechanic that I think could work a lot better then it seems to do. But we are talking about this mechanic, not the entire game system. No need to generalize it to the entire game system. Combat maneuvers might be more important than a single broken or useless feat, but they are not as big as, say, the spellcasting mechanics for the major classes. Though... Maybe they should. Combat maneuvers have always been the way for me to make playing a Fighter (and other melee classes) interesting. I hated going the boring Weapon Focus/Specialization route. It was probably always the most effective route, but learning Improved Trip, Disarm, Sunder, Bullrush and so on seemed to be a lot more exciting.
 
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It really isn't that hard. Let's take a 1st level Fighter w/ 18 Str vs an Orc.

The Fighter rolls 1d20 + 5 (+1 BAB, +4 Str).

The Orc's CMD, with a BAB of +1 and a +2 Str bonus and +0 Dex bonus, is 13. So an 8 or better succeeds against the Orc, unless he hits with the AoO to make it a little harder.

Now let's add the Improved Bullrush feat. Now the Fighter needs only a 6+ on his roll, and he no longer provokes an AoO, so the Orc can't increase the DC like that anymore.

Ok, so we see that against a typical Orc, the 1st level Fighter has an excellent chance of sending him flying, especially if he took the Imp. feat. How about against a bigger, tougher foe? Let's say the same 1st level Fighter was facing an Ogre.

The Ogre's CMD is +2 from BAB, +5 from Str, -1 from Dex, and +1 for being Large, for a total of 17. The 1st level Fighter still has to roll only a 12 or better without the feat, or 10+ with the feat, to succeed at bullrushing an Ogre! I'd say that's a pretty darn good chance against a larger, tougher foe!

(Note that all monster stats came from the 3.0 MM since the Bestiary is not out yet)

PS: Getting back to the thread title, the Orc's CMD in the Beta would have been 18, and the Ogre's would have been 23! So things are much easier now as long as the monster's Dex is less than 20, and it either missed the AoO or you have the Imp feat.
 
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