[Bo9S] More things to do with maneuvers

hong

WotC's bitch
Since I harped on elsewhere about there not being enough (good) counters in Bo9S, I thought I might have a go at doing something about it.

Anyone who has a readied maneuver can make use of these: you don't need a feat or any other special prereq. I could have made 36 special maneuvers, 4 for each discipline, but they'd all end up doing much the same thing. Therefore for simplicity's sake, and because my thesaurus is exhausted, I've condensed it down to the essentials.

These are designed with the following in mind:
- Balanced with martial adepts in mind (fighters begone!)
- Make defense stronger, so as to reduce likelihood of 1-2 round kills and increase tactical complexity.
- People generally don't pay much attention to defense, because dealing out gobs of damage is considered sexier. Don't ask me why, they just do. Thus instead of making defense an option which either 1) gets ignored or 2) gets used and makes everyone else complain that it's borked, I build it into the system.

I realise that one of the ideas behind maneuvers is that they promote variety. But sometimes that variety is more apparent than real; I don't really see a huge difference between, say, greater insightful strike and rabid bear strike. With both, you roll to hit, and then you roll big gobs of damage. Whereas with this, you have a choice between using greater insightful strike on the bad guy next turn, or fending off the attack he just made on you.

Still unsure how to extend this to non-maneuver-using creatures (including most monsters).


Generic AC counter

As an immediate action, spend a readied maneuver to gain a dodge bonus to AC equal to 10 + the maneuver's level. This is effective against the next attack before the start of your next turn.

EDIT: You must decide whether to use this before finding out the result of the attack roll.


Generic save counter

As above, but an insight bonus equal to the maneuver level, to one saving throw. (note: no +10)


Generic DR counter

As above, but you gain DR (10 + maneuver level)/adamantine until the start of your next turn. (The idea is that you use the AC counter against strikes, and the DR counter against full attacks.)


Generic SR counter

EDIT: As DR counter, but you gain SR (10 + twice the maneuver level) against one spell/SLA.
 
Last edited:

log in or register to remove this ad

Some of those are just way too good. Compare Generic AC Counter vs. Zephyr Dance, for example.

The SR one is just plain silly, too. At 1st level I can have SR 21? Linearity with maneuver level is not the right formula.

- - -

What I think is lacking is good stuff to do with your Immediate and Swift actions other than initiate maneuvers. So I think we need more generic combat options.

"Behind you!"
Action: Immediate
Effect: One otherwise flat-footed ally within 30 ft. is not flat-footed against a single attack.

Parry
Action: Immediate
Effect: Grant yourself a +2 shield bonus against a single melee attack.
Special: If fighting with two weapons, you gain this bonus against two attacks instead. If you spent last round fighting defensively, this bonus increases to +4.

... stuff like that.

Cheers, -- N
 

Nifft said:
Some of those are just way too good. Compare Generic AC Counter vs. Zephyr Dance, for example.

Well, yes. See previous comment about not enough good counters, and powering up defense.

Although changing the generic one so that you can only use it before finding out the result of the attack sounds good.

The SR one is just plain silly, too. At 1st level I can have SR 21? Linearity with maneuver level is not the right formula.

Jasin suggested 10 + 2 x level, which might be more appropriate.

What I think is lacking is good stuff to do with your Immediate and Swift actions other than initiate maneuvers.

Meh. The resource attrition is a big part of it. Otherwise we're back to whiffing.
 

Some analogues to the above, for people without maneuvers. Each of these is usable once per encounter. This is roughly equivalent to what's possible for a martial adept using their highest-level maneuver, except it eats your next action instead of a maneuver slot. Hence resource attrition of a kind still takes place, although the "resource" in question (actions) is more abstract.


AC counter: once per encounter as an immediate action, you gain a dodge bonus to AC equal to 10 + 1/2 your HD/level against the next attack. You are limited to a move action only (plus free actions) on your next turn.

Save counter: as above, but an insight bonus to saves equal to 1/2 your HD/level.

DR counter: as above, but DR 10 + 1/2 your HD/level for 1 round.

SR counter: as above, but SR 10 + your HD/level (one way to deal with that pesky blasphemy spell).


Maybe limit these to only characters above a certain level.
 

Remove ads

Top