In real life, rarely do two figures stand like statues, in one spot, and go at it with their enemy (but it can happen).
In order to encourage more combat movement in the game (and to leave room for combatants to remain in place), I present a couple of Combat Maneuvers that will spice up the battlefield dance.
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Both of these maneuvers are examples of use of the Five Foot Step, described on page 189 of the Second Edition Core Rules for Conan The Roleplaying Game.
If you use combat maneuvers in your d20/D&D game, you may want to include these in your game to light up the battlefield action.
CIRCLE STEP combat maneuver
You circle around your opponent, always making yourself the hardest possible target while looking for an opening in your opponent's defenses to deliver your own strikes.
Circumstance: The character must have initiative and be in melee combat with a single opponent.
Effect: The character must attack from his starting square then use his five foot step to circle his opponent, moving to one of the two squares beside his opponent. If his opponent is right handed*, then the character's move to his opponent's right side will gain a larger dodge bonus than if the character moves to his opponent's left where the character is an easier target for a right handed swing. The opponent is allowed to keep step with the character, adjusting his facing as a free action. The character receives a +1 or a +2 bonus to Dodge Defense for the rest of the round when the move is completed depending on which side the character moved and the handedness of his opponent. Parry Defense does not receive a bonus from this maneuver.
*There is a 10% chance that a character is left handed.
Example --
Conan battles a Vanir. The Cimmerian crouches in the classic combat stance, his gleaming broadsword in his right hand and his left arm extended wide for balance. He studies the Vanir, wielding a large axe with both hands. Seeing his opponent favors a swing from right to left, Conan knows to keep him off balance by circling to the Nordheimer's right.
In game terms, Conan is in melee combat with a single opponent and has initiative. When the Cimmerian attacks, he will attack from his present square (the attack is resolved before movement) and then end his turn by placing Conan's figure to the right of the Vanir, using Conan's five foot step to do so.
Now, it's the Vanir's action, and his figure is allowed to turn and face Conan as an immediate (free) action, then make his attack normally. If Conan dodges this attack, then the Cimmerian will receive a +2 bonus to his Dodge Defense. If, for some reason, Conan decides to parry, then the attack is resolved normally without bonus.
GIVE GROUND combat maneuver
You retreat a few steps as your opponent attacks in order to steal some of the energy away from his fierce swings and jabs.
Circumstance: The character must fail a parry and be damaged from an attack while in melee combat with a single opponent.
Effect: If his opponent attacks and damages the character, the character can use his five foot step as an immediate action to move directly backwards. Doing so will rob the attack of some of its energy, reducing damage by 1 point. This move can only be accomplished if the character is using the Parry Defense. Once the attack is resolved, the attacker can decide to use his five foot step as an immediate action to keep step with the opponent. Otherwise, the combat ends, possibly in mid-round, before the defender's turn, with five feet of space between the combatants.
Example --
Conan battles a Vanir. Conan swings his massive sword using both hands at the Vanir. The northman throws up his axe to block Conan's blow and takes a step backwards just as Conan hits. The Cimmerian's strike loses some of its energy with the Vanir's maneuver.
In game terms, Conan has initiative and attacks and damages the Vanir. Conan may be intending to use the Circle Step maneuver above, but the Vanir robs him of that option when the Nordheimer moves directly backwards by five feet after failing to parry Conan's blow. The damage put to the Vanir is reduced by 1 point with this maneuver. Conan can now use his five foot step to move towards the Vanir and continue melee or remain where he is, in which case the Vanir has robbed himself of his own attack this round. Conan can also use his normal movement options. Note that a condition of this maneuver is that the defender (the Vanir) must be damaged by an attack after failing to parry the blow. If the parry is successful, then the maneuver cannot be performed.
MOVEMENT NOTE: The Circle Step maneuver is a use of the character's Five Foot Step, therefore the character cannot move any farther this round. The Five Foot Step associated with the Give Ground maneuver, on the other hand, is an immediate action and therefore is a free action that does not count against the character's movement during the round (as with the Dance Aside maneuver).
In order to encourage more combat movement in the game (and to leave room for combatants to remain in place), I present a couple of Combat Maneuvers that will spice up the battlefield dance.
------------------------------------
Both of these maneuvers are examples of use of the Five Foot Step, described on page 189 of the Second Edition Core Rules for Conan The Roleplaying Game.
If you use combat maneuvers in your d20/D&D game, you may want to include these in your game to light up the battlefield action.
CIRCLE STEP combat maneuver
You circle around your opponent, always making yourself the hardest possible target while looking for an opening in your opponent's defenses to deliver your own strikes.
Circumstance: The character must have initiative and be in melee combat with a single opponent.
Effect: The character must attack from his starting square then use his five foot step to circle his opponent, moving to one of the two squares beside his opponent. If his opponent is right handed*, then the character's move to his opponent's right side will gain a larger dodge bonus than if the character moves to his opponent's left where the character is an easier target for a right handed swing. The opponent is allowed to keep step with the character, adjusting his facing as a free action. The character receives a +1 or a +2 bonus to Dodge Defense for the rest of the round when the move is completed depending on which side the character moved and the handedness of his opponent. Parry Defense does not receive a bonus from this maneuver.
*There is a 10% chance that a character is left handed.
Example --
Conan battles a Vanir. The Cimmerian crouches in the classic combat stance, his gleaming broadsword in his right hand and his left arm extended wide for balance. He studies the Vanir, wielding a large axe with both hands. Seeing his opponent favors a swing from right to left, Conan knows to keep him off balance by circling to the Nordheimer's right.
In game terms, Conan is in melee combat with a single opponent and has initiative. When the Cimmerian attacks, he will attack from his present square (the attack is resolved before movement) and then end his turn by placing Conan's figure to the right of the Vanir, using Conan's five foot step to do so.
Now, it's the Vanir's action, and his figure is allowed to turn and face Conan as an immediate (free) action, then make his attack normally. If Conan dodges this attack, then the Cimmerian will receive a +2 bonus to his Dodge Defense. If, for some reason, Conan decides to parry, then the attack is resolved normally without bonus.
GIVE GROUND combat maneuver
You retreat a few steps as your opponent attacks in order to steal some of the energy away from his fierce swings and jabs.
Circumstance: The character must fail a parry and be damaged from an attack while in melee combat with a single opponent.
Effect: If his opponent attacks and damages the character, the character can use his five foot step as an immediate action to move directly backwards. Doing so will rob the attack of some of its energy, reducing damage by 1 point. This move can only be accomplished if the character is using the Parry Defense. Once the attack is resolved, the attacker can decide to use his five foot step as an immediate action to keep step with the opponent. Otherwise, the combat ends, possibly in mid-round, before the defender's turn, with five feet of space between the combatants.
Example --
Conan battles a Vanir. Conan swings his massive sword using both hands at the Vanir. The northman throws up his axe to block Conan's blow and takes a step backwards just as Conan hits. The Cimmerian's strike loses some of its energy with the Vanir's maneuver.
In game terms, Conan has initiative and attacks and damages the Vanir. Conan may be intending to use the Circle Step maneuver above, but the Vanir robs him of that option when the Nordheimer moves directly backwards by five feet after failing to parry Conan's blow. The damage put to the Vanir is reduced by 1 point with this maneuver. Conan can now use his five foot step to move towards the Vanir and continue melee or remain where he is, in which case the Vanir has robbed himself of his own attack this round. Conan can also use his normal movement options. Note that a condition of this maneuver is that the defender (the Vanir) must be damaged by an attack after failing to parry the blow. If the parry is successful, then the maneuver cannot be performed.
MOVEMENT NOTE: The Circle Step maneuver is a use of the character's Five Foot Step, therefore the character cannot move any farther this round. The Five Foot Step associated with the Give Ground maneuver, on the other hand, is an immediate action and therefore is a free action that does not count against the character's movement during the round (as with the Dance Aside maneuver).
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