MarauderX said:
I think the final application would have to include an AoO to stop the power gamers from casting fly then pouncing on each opponent using a 'Death from Above' (DFA from now on). Levitate would also be a little over the top IMO, as each round the attacker could use a DFA to add on to any bonuses they already possess.
There is alread a combat manuver for fly: dive. You provoke an AoO and deal double damage. That is simple enough.
MarauderX said:
Using an opposed spot/hide check and a listen/move silently check would have to apply in my game, as you would not get the AoO if the attacker succeeded at both. Bonuses for spotting an attacker would apply of course, as would surprise and such. I like the route that it would take, as it would be possible for a shadowdancer to more easily perform the above tactic than a crazed barbarian.
Careful, you are almost getting into removing AoO because a person is denied there dex. By the rules, that doesn't happen. That is only the case for flat-footed, and that only happens at the begining of the combat.
Then again, you can house rule that away, but offically you do get an AoO against invisible or hiding opponents (unless there is a 3.5 change to this)
MarauderX said:
Even if the defender doesn't get the AoO, she can still manage to get off an AoO if the attacker decides he wants to move out of the defenders threatened area to prevent any cheesy tactics involving DFA and then Mobility to fly away. The attacker would have to tumble to get away with no AoO form the defender, making the DFA a very cool trick for rogues. He could do a DFA, tumble, then fly away to hide; rinse and repeat. Now this brings up a whole other topic -- how do I "tumble-fly?"
This tatic doesn't make sense if you think of the combat manuver the same way you think of charge: a special full round action that includes movement (falling) and an attack. Then, the best you get is DFA (no AoO), oppent's turn, then you can run off and hide. Besides that, you will likely be taking falling damage, so an AoO would make the manuver deal more damage to you than the other guy.
Tumble-fly: just roll tumble. I don't think there are any rules for this, and it should be easier to move past a person if you can move in any direction.
MarauderX said:
Being a defender, this is similar to a hit-and-run tactic by enemies with a higher movement rate than the party. The attackers charge the party, attack, and use Mobility and tumble to the other side of the party. Then the party uses their initiative to chase and make some attacks on them before they tumble and run to safety. The attackers didn't get away without the defenders getting at least one swipe at them, and I think DFA should be at least be the same.
I really like some of the attack bonuses mentioned, and will probably incorporate them into my game as a DM.
Even with something like spring attack, you still move then hit, just like a charge. Keeping DFA as much like charage as possible should make it more balanced.
MarauderX said:
As far as damage, I am thinking it could be dealt in a few ways -
1. as a bonus to Str (of, say, +2?) for striking with a weapon or unarmed strike
2. d4 (or d6, d8...d20??) with or without an attack
3. additional d4 (or d6) to attack for every 10 tons...er...I mean 200 lbs.
4. additional d4 (or d6) to attack, plus d4 (d6) for each size catagory larger than the defender.
I am leaning towards option 3 or 4, as they follow more closely to how weight does damage. I don't see many halflings doing a DFA and making it count vs. ogre barbarians, but I do see an ogre barbarian squashing 2+ halflings in a DFA.
Whatever you decide, it should be weaker than a dragon's crush
Crush (Ex): This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).
A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.
A crush attack deals the indicated damage plus 1-1/2 times the dragon’s Strength bonus (round down).
One decent implementation of DFA is tone down this ability, give it an AoO, make the crusher take falling damage and give them a free grapple check.