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<blockquote data-quote="Empirate" data-source="post: 5740025" data-attributes="member: 78958"><p>How about the Bullrush mechanic? It's already in place, it isn't all that complicated, and the way it is, it doesn't see any play time whatsoever (aside from Dungeoncrasher Fighter variant, which isn't used all that much, either).</p><p></p><p>Just allow an optional bullrush attempt everytime a successful attack is made: it shifts people around and about, adds another at least slightly interesting reason for attacking somebody aside from "you do 11 points of damage". Moving somebody on a successful attack isn't that powerful (so not to unbalance the game), but can be useful occasionally.</p><p></p><p>Make sure to include a clause such as "the target can't be bullrushed if it would be into difficult terrain (or over a cliff, or something), but does take 1d6 extra damage" or some such, to prevent situational unbalancing knockon effects of the houserule.</p></blockquote><p></p>
[QUOTE="Empirate, post: 5740025, member: 78958"] How about the Bullrush mechanic? It's already in place, it isn't all that complicated, and the way it is, it doesn't see any play time whatsoever (aside from Dungeoncrasher Fighter variant, which isn't used all that much, either). Just allow an optional bullrush attempt everytime a successful attack is made: it shifts people around and about, adds another at least slightly interesting reason for attacking somebody aside from "you do 11 points of damage". Moving somebody on a successful attack isn't that powerful (so not to unbalance the game), but can be useful occasionally. Make sure to include a clause such as "the target can't be bullrushed if it would be into difficult terrain (or over a cliff, or something), but does take 1d6 extra damage" or some such, to prevent situational unbalancing knockon effects of the houserule. [/QUOTE]
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