Chris_Nightwing
First Post
There have been a number of threads about maneuvers, expertise dice and so on. I do not object to the Fighter and Rogue sharing a combat system, but I do object to their use of maneuvers being so very similar. I propose a slightly different approach, with a shared system, accessed and used differently by the two classes. It's a rough draft, but hopefully you get the idea:
Fighter
Combat Expertise
The Fighter knows combat like no-one else. Despite the chaos of the battlefield, the Fighter knows exactly where to position themselves, when to move, when to press an attack and when to withdraw. At the start of their turn, the Fighter gains a number of CP, dependent on level. When combat is over, the Fighter loses all unused CP except for the number they would normally gain at the start of their turn.
Rogue
Danger Sense
The Rogue is extremely quick to react to danger. In such a situation, such as the start of a combat or upon triggering a trap, the Rogue gains a number of CP dependent on level, to help overcome the hazard. These CP may be used liberally during a combat, but if granted against a specific hazard, they can only be used against that hazard. After the combat or interaction has been resolved, all remaining CP are lost.
Dirty Fighting
Whilst the Rogue is not as sturdy or reliable in combat as the Fighter, they are always looking for opportunities to attack their opponent when they least expect it. Whenever a Rogue attacks an opponent with advantage, they gain a number of CP dependent on level that they may spend immediately to improve the outcome of that attack. CP spent in this way do not count towards the maximum CP limit that can be spent in a single action, and any CP unspent are lost immediately after the attack is resolved.
Example Maneuvers
Maneuvers may be combined as desired, even with themselves, provided they can be used under the same conditions and you have enough available CP. I've only made a few based on those that already exist. Rogue maneuvers can only be used with finesse and ranged weapons, to preserve their style.
Deadly Strike (Ftr) 1 CP
After you have successfully hit a creature, you may roll a dice one step down from your weapon's normal damage dice and deal that much extra damage to the creature.
Cleave (Ftr) 1 CP
After you have successfully reduced a target to 0 hit points or fewer with a melee weapon attack, you may attack another creature within reach. If you hit this creature, deal only your weapon's normal damage, without any ability modifier.
Second Strike (Ftr) 3 CP
You may use this maneuver at any point during your turn in order to make an attack on the creature of your choice without using your action.
Combat Reflexes (Ftr, Rog) 1 CP
When you roll for initiative, you may add your weapon attack bonus to the result.
Sneak Attack (Rog) 1 CP
After you have successfully hit a creature, you may deal an extra 1d6 damage.
Hamstring (Rog) 1 CP
After you have successfully hit a creature, you may halve that creature's movement for 1 round. If the creature has multiple modes of movement, you affect all those that are non-magical.
Surprise! (Rog) 2 CP
If you attack a creature who is in melee with one of your allies, you may do so with advantage.
Multiclassing
Assuming 3E-style multiclassing, you may combine levels from different classes as you choose. If you have multiple classes, you may use the highest base weapon attack bonus available to those classes. Weapon attack bonuses gained from advancement are summed, for instance a Ftr4/Rog5 would have a weapon attack bonus of +4 (+2 base, +1 from Ftr levels, +1 from Rog levels). If you gain a Fighter level as an additional class, you learn Deadly Strike. If you gain a Rogue level as an additional class, you learn Sneak Attack. The maximum CP you can spend on an attack is still limited by your Weapon Attack bonus and available CP, but you otherwise may spend CP from one class on maneuvers from another.
Discussion
The principle idea, which I may have implemented in a clumsy manner, is that we already had a shared system between fighting classes - the attack bonus - which can be adapted to inform the maneuver system. I aimed for reliable Fighters and unexpected Rogues. I'm not sure I have the balance right for multiclassing, heck I'm sure the wording is bad on some of these abilities. I don't expect this to ever be used in play - I just want to demonstrate that you can have a combined system that plays differently for different classes.
- Each class has a weapon attack bonus and a weapon attack progression.
- Expertise dice become what I will nebulously call Combat Points or CP.
- CP are treated more like an encounter resource than a round-by-round resource in that they can accumulate and are reset during a short rest.
- CP are designed to be used in combat, but there is scope for their use during exploration, however I would expect the Rogue at least to get some skill-based abilities outside of this system.
- The maximum CP you can spend in a single action or reaction is limited by your weapon attack bonus, with some exceptions.
- I've tried to make your weapon choice remain relevant, so that damage from maneuvers doesn't dominate.
Fighter
- The Fighter's weapon attack bonus is +2.
- The Fighter gains +1 weapon attack bonus for every 4 Fighter levels.
- The Fighter knows Deadly Strike plus any other two Fighter maneuvers.
- The Fighter learns a new Fighter Maneuver for every 3 Fighter levels.
Combat Expertise
The Fighter knows combat like no-one else. Despite the chaos of the battlefield, the Fighter knows exactly where to position themselves, when to move, when to press an attack and when to withdraw. At the start of their turn, the Fighter gains a number of CP, dependent on level. When combat is over, the Fighter loses all unused CP except for the number they would normally gain at the start of their turn.
Code:
Level W-Att CP/round
Class +2 --
----- -- --
1 +0 1
2 +0 1
3 +0 1
4 +1 1
5 +1 2
6 +1 2
7 +1 2
8 +2 2
9 +2 2
10 +2 3
Rogue
- The Rogue's weapon attack bonus is +1.
- The Rogue gains +1 weapon attack bonus for every 5 Rogue levels.
- The Rogue knows Sneak Attack plus any other two Rogue maneuvers.
- The Rogue learns a new Rogue Maneuver for every 3 Rogue levels.
Danger Sense
The Rogue is extremely quick to react to danger. In such a situation, such as the start of a combat or upon triggering a trap, the Rogue gains a number of CP dependent on level, to help overcome the hazard. These CP may be used liberally during a combat, but if granted against a specific hazard, they can only be used against that hazard. After the combat or interaction has been resolved, all remaining CP are lost.
Dirty Fighting
Whilst the Rogue is not as sturdy or reliable in combat as the Fighter, they are always looking for opportunities to attack their opponent when they least expect it. Whenever a Rogue attacks an opponent with advantage, they gain a number of CP dependent on level that they may spend immediately to improve the outcome of that attack. CP spent in this way do not count towards the maximum CP limit that can be spent in a single action, and any CP unspent are lost immediately after the attack is resolved.
Code:
Level W-Att DS/DF CP
Class +1 --
----- -- --
1 +0 2
2 +0 2
3 +0 2
4 +0 3
5 +1 3
6 +1 3
7 +1 3
8 +1 4
9 +1 4
10 +2 4
Example Maneuvers
Maneuvers may be combined as desired, even with themselves, provided they can be used under the same conditions and you have enough available CP. I've only made a few based on those that already exist. Rogue maneuvers can only be used with finesse and ranged weapons, to preserve their style.
Deadly Strike (Ftr) 1 CP
After you have successfully hit a creature, you may roll a dice one step down from your weapon's normal damage dice and deal that much extra damage to the creature.
Cleave (Ftr) 1 CP
After you have successfully reduced a target to 0 hit points or fewer with a melee weapon attack, you may attack another creature within reach. If you hit this creature, deal only your weapon's normal damage, without any ability modifier.
Second Strike (Ftr) 3 CP
You may use this maneuver at any point during your turn in order to make an attack on the creature of your choice without using your action.
Combat Reflexes (Ftr, Rog) 1 CP
When you roll for initiative, you may add your weapon attack bonus to the result.
Sneak Attack (Rog) 1 CP
After you have successfully hit a creature, you may deal an extra 1d6 damage.
Hamstring (Rog) 1 CP
After you have successfully hit a creature, you may halve that creature's movement for 1 round. If the creature has multiple modes of movement, you affect all those that are non-magical.
Surprise! (Rog) 2 CP
If you attack a creature who is in melee with one of your allies, you may do so with advantage.
Multiclassing
Assuming 3E-style multiclassing, you may combine levels from different classes as you choose. If you have multiple classes, you may use the highest base weapon attack bonus available to those classes. Weapon attack bonuses gained from advancement are summed, for instance a Ftr4/Rog5 would have a weapon attack bonus of +4 (+2 base, +1 from Ftr levels, +1 from Rog levels). If you gain a Fighter level as an additional class, you learn Deadly Strike. If you gain a Rogue level as an additional class, you learn Sneak Attack. The maximum CP you can spend on an attack is still limited by your Weapon Attack bonus and available CP, but you otherwise may spend CP from one class on maneuvers from another.
Discussion
The principle idea, which I may have implemented in a clumsy manner, is that we already had a shared system between fighting classes - the attack bonus - which can be adapted to inform the maneuver system. I aimed for reliable Fighters and unexpected Rogues. I'm not sure I have the balance right for multiclassing, heck I'm sure the wording is bad on some of these abilities. I don't expect this to ever be used in play - I just want to demonstrate that you can have a combined system that plays differently for different classes.