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*Dungeons & Dragons
Dilemmas and decisions - an experiment in melee combat choices
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<blockquote data-quote="RangerWickett" data-source="post: 7266570" data-attributes="member: 63"><p>One of my ongoing frustrations with tabletop RPGs is that characters in melee combat almost never have meaningful tactical choices. You typically just make a roll and hope you hit for damage. Battlemaster fighters get a few more choices, but what's lacking is a back and forth when an enemy makes a particular style of attack that makes you want to change your own tactics, which then makes him change his tactics, and so on.</p><p></p><p>Well, here's my quick proposal to make fights more interesting. </p><p></p><p>Your attacks each create a small dilemma for your opponent to resolve on their next turn. I haven't playtested this to get a proper balance, but ideally I want it to be a real decision how to react to each dilemma. Everyone uses these rules - PCs, NPCs, monsters - though if there's a horde of foes, the GM should probably just say they all pick 'Drive' to keep combat moving.</p><p></p><p><strong><span style="font-size: 12px">Five Attacks</span></strong></p><p>Every time you spend an action on your turn to make one or more attacks, choose one of the five following effects. This effect is in addition to whatever attack you make, and happens even if you miss.</p><p></p><ul> <li data-xf-list-type="ul"><strong>Assault.</strong> You wind up for a devastating attack next turn. Until the end of your next turn you cannot make opportunity attacks. However, attacks you make next turn deal an extra damage die equal to the weapon's base damage.</li> <li data-xf-list-type="ul"><strong>Bind.</strong> You restrict one of your foe's weapons. Choose one weapon your target wields. Until the end of your target's next turn, if he attacks you or anyone within your reach with that weapon, his attack roll takes a -2 penalty and even on a hit only deals half damage.</li> <li data-xf-list-type="ul"><strong>Careful.</strong> You get your bearings. If you don't take damage before the start of your next turn, you get temporary hit points equal to your level. On your next turn, you take a -2 penalty on your attack rolls, and even on a hit you only deal half damage.</li> <li data-xf-list-type="ul"><strong>Drive.</strong> You have superior positioning unless your opponent moves out of reach. If your opponent ends his next turn adjacent to you, you get a +2 bonus to attack him on your next turn. You cannot make OAs against your opponent if a given 5 feet of movement takes him farther away from you.</li> <li data-xf-list-type="ul"><strong>Evade.</strong> Until your next turn, whenever you're attacked as a reaction you can move 5 feet. If this moves you out of reach of the attack, you are treated as if you have cover. If you move into total cover relative to the attacker, the attack misses.</li> </ul><p></p><p>The Assault attack poses the dilemma: strike him while he's vulnerable, or do something defensive because you know the next attack is dangerous.</p><p></p><p>The Bind attack encourages foes to switch weapons or just punch a foe or start a grapple or back off.</p><p></p><p>The Careful attack invites your opponent to do whatever they can to injure you, even if there are other foes you are more dangerous.</p><p></p><p>The Drive attack poses the dilemma of whether to stand in an advantageous position or withdraw. Since your opponent cannot OA you, withdrawing may seem like a no brainer, but you need to be careful not to get backed into a corner. It promotes the classic fencing style of back and forth movement. </p><p></p><p>The Evade attack poses the dilemma of how to keep you from getting out of reach. If they're by cover, how do you maneuver to keep them from ducking behind a wall? If they're in the open, do you grab or shove them (cover doesn't help against opposed Athletics checks), or go target someone else?</p><p></p><p>Note that the first attack of any engagement will always be unmodified. All these attacks change the parameters of what happens <em>next</em> turn. I know this sounds a bit weird, but I want to playtest this and see if it makes combat more engaging if you have an inkling what your opponent is going to do next turn.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 7266570, member: 63"] One of my ongoing frustrations with tabletop RPGs is that characters in melee combat almost never have meaningful tactical choices. You typically just make a roll and hope you hit for damage. Battlemaster fighters get a few more choices, but what's lacking is a back and forth when an enemy makes a particular style of attack that makes you want to change your own tactics, which then makes him change his tactics, and so on. Well, here's my quick proposal to make fights more interesting. Your attacks each create a small dilemma for your opponent to resolve on their next turn. I haven't playtested this to get a proper balance, but ideally I want it to be a real decision how to react to each dilemma. Everyone uses these rules - PCs, NPCs, monsters - though if there's a horde of foes, the GM should probably just say they all pick 'Drive' to keep combat moving. [b][size=3]Five Attacks[/size][/b][size=3][/size] Every time you spend an action on your turn to make one or more attacks, choose one of the five following effects. This effect is in addition to whatever attack you make, and happens even if you miss. [list][*][b]Assault.[/b] You wind up for a devastating attack next turn. Until the end of your next turn you cannot make opportunity attacks. However, attacks you make next turn deal an extra damage die equal to the weapon's base damage. [*][b]Bind.[/b] You restrict one of your foe's weapons. Choose one weapon your target wields. Until the end of your target's next turn, if he attacks you or anyone within your reach with that weapon, his attack roll takes a -2 penalty and even on a hit only deals half damage. [*][b]Careful.[/b] You get your bearings. If you don't take damage before the start of your next turn, you get temporary hit points equal to your level. On your next turn, you take a -2 penalty on your attack rolls, and even on a hit you only deal half damage. [*][b]Drive.[/b] You have superior positioning unless your opponent moves out of reach. If your opponent ends his next turn adjacent to you, you get a +2 bonus to attack him on your next turn. You cannot make OAs against your opponent if a given 5 feet of movement takes him farther away from you. [*][b]Evade.[/b] Until your next turn, whenever you're attacked as a reaction you can move 5 feet. If this moves you out of reach of the attack, you are treated as if you have cover. If you move into total cover relative to the attacker, the attack misses. [/list] The Assault attack poses the dilemma: strike him while he's vulnerable, or do something defensive because you know the next attack is dangerous. The Bind attack encourages foes to switch weapons or just punch a foe or start a grapple or back off. The Careful attack invites your opponent to do whatever they can to injure you, even if there are other foes you are more dangerous. The Drive attack poses the dilemma of whether to stand in an advantageous position or withdraw. Since your opponent cannot OA you, withdrawing may seem like a no brainer, but you need to be careful not to get backed into a corner. It promotes the classic fencing style of back and forth movement. The Evade attack poses the dilemma of how to keep you from getting out of reach. If they're by cover, how do you maneuver to keep them from ducking behind a wall? If they're in the open, do you grab or shove them (cover doesn't help against opposed Athletics checks), or go target someone else? Note that the first attack of any engagement will always be unmodified. All these attacks change the parameters of what happens [i]next[/i] turn. I know this sounds a bit weird, but I want to playtest this and see if it makes combat more engaging if you have an inkling what your opponent is going to do next turn. [/QUOTE]
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