• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Do these combat manuevers seem balanced?

Beholder Bob said:
Hmm - but what is a nice way to impliment it w/out making it more complex?

A fellow with a weapon finesse gets to use his Dex, not his Str in his check to strike his foe to make it happen.

Do you have a suggested mechanic?

B:]B

The mechanic I would suggest is Tumble. The only issue with that is tumble will likely be +5 above a fighter's BAB for someone with full tumble (+2 for jump, and +3 to max out the skill). This can be countered by saying that a person who's using tumble get's a -4 to his opposed roll, because he's not attempting to counter with his weapon.
 

log in or register to remove this ad

how about this for a manuever:
Heavy Swing (or a better name)
take a -4 to hit, gain +2 to damage rolls

this is fighting defensivly, applied like Power Attack
 

Beholder Bob said:
I understand your view, though I feal the true argument against this is purely meta or game mechanics rather then realism. Now, given that, I'd be hard pressed to argue DnD is a 'realistic' combat system. Despite that, I find the idea of summoning a celestial badger to flank a 19th level fighter an abysmal side effect, one I feal obligated to rectify. If I faced a man armed with a chainsaw and an angry cat, I'd not care a whit if the cat attached itself to my spine - I'd focus on not letting the man count the rings after yelling timber!

I don't think this is a real problem in D&D. The word for things like celestial badgers (or dogs) is cleave-bait. Against an enemy with cleave or great cleave they actually don't reduce the enemy's offensive potential at all. Now, every combatant doesn't have cleave, but enough do that I haven't seen this be a really advantageous option in many of the games I've played.

The problem comes in - what happens if foes represent a credible threat, but a lopsided one. A fighter and rogue - ignore the rogue, rcv a sneak attack, turn your back on the fighter, find out what a maxed out power attack can do. Also - ignoring a foe also means you no longer threaten them - they can freely trip, grapple, disarm, and wedgie you to hearts content.

The difficulty with this is that, assuming that the character in question is a fighter or similar class, he won't find out what a fighter with full power attack can do. He's only giving the enemy 2-3 points of attack bonus against him. +2 for striking as invisible and a -1 penalty to AC when he loses that one point of max dex from his fullplate. So, at most, you take an extra 24-30 points of damage from the 19th level fighter you're ignoring (and if he hits you on all four attacks plus a haste attack, you're in trouble anyway) in return for avoiding the 105 (three 10d6 sneak attacks)-245 (seven 10d6 sneak attacks--greater two weapon fighting and a haste attack) points of damage as well as whatever assorted strength damage (crippling strike), special effects (death attack), or feats (such as staggering strike) might go along with it. And if you're got uncanny dodge (2 levels of barbarian or 4 levels of rogue are good deals for most fighters) or blindfight, you're really only taking a -1 penalty on AC. Ten extra points of damage doesn't compare to the hundred odd points of damage you avoid by ignoring the rogue's flank buddy.

As a side note, by the current rules, it might also make sense to ignore the 20th level rogue if you have blindfight or uncanny dodge (though obviously less than you'd need to be unflankable by 20th level rogues). If the rogue is flanking, he can sneak attack you as long as he has 4 levels more of rogue than you have in improved uncanny dodge-granting classes. If the rogue is just striking as invisible, then the first level of uncanny dodge or blindfight allow you to retain your dexterity.

Special manuevers are also worth addressing. As others have pointed out, if the fighter is any good at tripping, he's got improved trip anyway. That's not necessarily true for grappling, but most of the time, even a fighter of equal skill will only be equal in the grapple check department, making it a fair gamble. If he's significanlty better than you, then odds are good he's got improved grapple anyway. The same is true for disarming. The AoO is not the most relevant factor in a disarm attempt. The odds of success are. And, ignoring a foe doesn't increase his odds of a successful disarm. Wedgies? I think I missed that new manuever :D
 

Beholder Bob said:
Making some changes, noted in orange.

Brace: as a move action, gain a +4 to resist Trip, Bull Rush, and Overrun – though you suffer -4 AC to avoid being hit by these same attacks. You may maintain this as a free action, but you may not move while maintaining it. If you move (willingly or not) or fall prone, you cease to be braced.

It was suggested to me that this manuever is weak. Do others concur?
I don't think that's necessarily a problem. It's a good idea for anyone with only one attack (or only one effective attack facing any foe who uses those attacks. It's a good bonus and the only cost is a move action (the -4 to AC is only relevant vs. trip and the touch attack is usually just a formality there). If at level 6+, it's not always obvious that you'd want to use this manuever, I don't see the problem.

Defensive Sunder: as a standard attack, attack a foe’s weapon as they attack you with it without provoking an attack of opportunity. While doing so, you gain -2 dodge AC against attackers other then the one you are performing a Defensive Sunder against. You may only perform this maneuver against a foe that attacks at your initiative or less – and you lower your initiative to your foe’s initiative by virtue of using this maneuver.

Clarify & limit the action: This is now a standard action, it is declared at the beginning of your round, but is not applied until the foes round. If the foe does not attack you - or does not use a weapon in his attack, this action is wasted.
This reads like a variant of the readied action; you could clean up the wording by just saying "you may ready an action to sunder a weapon...." which would bring all of the initiative effects with it unless you use some kind of variant roll every round initiative system.

I'm not quite sure I see the point though. Sunder is enough of a corner case tactic that I usually see it as being worth the AoO whenever it's really good and if you like using it more than that, you probably just take the feat. This makes it a little more attractive to characters without the feat, but I don't see that making a big difference--maybe in the first five levels or so where there's not much opportunity cost to readying vs. just attacking.[/quote]

Ignore Foe: Folks seem to halve 2 seperate arguements Vs this maneuver, too powerful or nerfs rogues. Any arguments to the contrary? I like this manuever, but the debate against it seems strong.

I'm in the nerfs rogues camp on this. (For pretty much anything else, it's pointless since, IME I'm not really worried about the +2 bonus if my character is flanked by fighter types. I'm just worried about the bad tactical position.) If it's too powerful, it's because it nerfs rogues.

As a separate argument, the AoO mechanics seem a bit clunky.

Maneuver Foe: as a standard action, you make an attack roll against AC (10 + your foe’s attack bonus). If you hit, your foe must either move 5’ in a direction of your choice or be flat-footed against you for 1 round. If you miss by 5+, you provoke an AOO from that foe.

Another web site generated a response claiming this manuever supercedes bull rush. Does this manuever seem too strong?
It does somewhat nerf bull rush. Bull rush usually provokes AoOs and can't usually be followed up with more attacks. Furthermore, it's easier to get an attack bonus advantage over your foe than it is to gain a strength advantage.

I don't think that's necessarily a problem though. If you'd rather have people cleverly attacking to manuever their foes than bull rushing them, it's just a matter of cinematics.

As a side note, the "flat-footed against you" mechanic seems a bit clunky. Usually, you're either flatfooted or you're not. That's an aesthetic thing though. The real point is that anyone with uncanny dodge and combat reflexes doesn't care at all and that anyone with combat reflexes only cares if you're a rogue. I don't see any particular reason why rogues and barbarians should be immune to this manuever. So, I'd recommend changing it to "loses their dex bonus to AC against your attacks until your next initiative."

Roll with the Blow: sacrifice your next standard action and fall prone in order to reduce damage from a melee attack in ½. You take full damage unless you succeed in a Reflex save against the attacker’s roll to hit roll. On a failed roll, you take full damage, lose your next standard action, and are still prone. As a side effect of this action, whether you succeed or not, you may make a 5’ move out of turn.

Defensive Roll for everybody!!! It's a powerful ability, but if you want the cinematic of characters being knocked to the ground with regularity, it'll do the job.

Set: as a full round action that provokes an AOO on the round performed & each round maintained, you focus on a single foe’s movements to gain a +1 to hit that foe with a ranged attack on the following round. You maintain this bonus so long as you do not move, fall prone, make an attack against a different target, or Set against a different foe.
The name must be changed - I opt for Targeting. The reason - I do not want it mistaken for the action of setting a spear! It was suggested I make this more powerful, but I thought it about on par. In need of re-wording: This manuever requires a full round action to initiate, though you may maintain it as a free action. When initiated & while maintained, you provoke AOO from adjacent foes.

I can only think of two situations where this might be useful--where you need a 20 to hit and only have a single attack. Or when your enemy doesn't know you're there and combat hasn't started. Otherwise, +1 to hit isn't worth a full round action in the early rounds of combat. IME, most combats are over in less than 5 rounds....
 

If you don't like the flanking system in 3rd edition, then why not use the system in 2nd edition (combat & tactics)? In that, characters actually had a front and a rear, and it had none of the problems you are talking about.

As for nerfing rouges... I don't see why fighters can't make "sneak attacks", or barbarians, or rangers, etc. Seems like too powerful of an ability to begin with. I prefer the 2nd edition version, when it wasn't so much of an 'in-combat' attack option.

I'm not too keen on the 'roll with the blow' option though. Seems too... odd/special case to be a combat option. I'd suggest it to be a feat instead.
 

I've been convinced to drop Roll with the Blow.
Death from Above stays as is - it should be a rarely used option.
Defensive Sunder is a standard action, not an attack option - if you use it, all you have left that round is a move action. I agree sundering general equipment instead of focusing on your foe should trigger an AOO, but striking the weapon as it is swung at you sounds a lot like a parry with extreme prejudice.
I'll be trying out Ignore Foe, which I'm sure will be a source of irritation for my rogue player. As a positive thing for him to discover, foes will not realize what danger he represents until after he takes out their liver (how do you tell which foe has sneak attack until they hit you?)
Maneuver Foe should be quickly abused by my players, bless their dark hearts!
Targeting is not meant to be used in most combats - it is the maneuver used for ambushes, sniper attacks, and desperate shots against the otherwise un-hittable. I actually thought about making it +1, +2 after 3 consecutive rounds, +3 after 5 consecutive rounds (+3 max). I opted for the +1 (max) to prevent ambushes from being even deadlier then they already are.

The Offensive Strike +2 dmg, -4 to hit - unless stated otherwise, it would stack with power attack. I like the concept, though, so I'll try it out, with the 'not w/ power attack' note.

B:]B
 
Last edited:

Usually, it's the guy wearing leather armor, studded leather armor, a mithral chain shirt, or a normal chain shirt and wielding a rapier, shortsword or other finessable weapon. The mithral chain shirt can get mixed up with fighter/mages and the normal chain shirt can get mixed up with the barbarians, but both of those types tend to have weapons suitable for power attacking....

If he gives up an opportunity to full attack to set up a flank, or tumbles, those are also give-aways.

Beholder Bob said:
(how do you tell which foe has sneak attack until they hit you?)
 

Into the Woods

Remove ads

Top