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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
How do these maneuvers function - New GM
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<blockquote data-quote="Steampunkette" data-source="post: 9578885" data-attributes="member: 6796468"><p>A Dexterity Save and a Sleight of Hand check are, essentially, the same thing. Dex+Proficiency, rolled against a target. Mist and Shade goes in on making it Sleight of Hand because it's about lifting something off someone in a manner that they don't notice, rather than just yanking it out of their grasp.</p><p></p><p>Combat Maneuvers which force saving throws typically use the Maneuver DC of the attacker. So a Fighter using a Disarm basic maneuver makes an enemy roll a saving throw against 8+Proficiency+Dex or Str, whichever is higher.</p><p></p><p>Your Maneuver DC is defined on page 457 of the Adventurer's Guide.</p><p></p><p>Every creature has a Maneuver DC, whether they ever use it or not. And everyone has access to the Basic Maneuvers like disarm, grapple, grab on, knockdown, overrun, and shove. Martial Classes (like Fighter and Adept) get additional options for combat maneuvers.</p><p></p><p>As far as Armor Lock targeting AC: As designers, we get some big leeway to mess around with some fun levers in making things varied and different!</p><p></p><p>Pretty much every skill can be made into a passive by doing the simple 10+Stat+Proficiency method, which makes it super easy to adjudicate things in a way that feels reasonable to both the attacker and defender.</p><p></p><p>The most commonly used passive skills are Passive Perception, Passive Insight, and Passive Stealth.</p><p></p><p>Generally speaking, whenever possible, let the players roll the dice. If you have an NPC lying to the players, let the players roll Insight against the NPC's passive Deception. If NPCs are trying to sneak up on the party, call for Perception checks against their passive Stealth.</p><p></p><p>This is generally because of attacker's advantage. Since you need to equal or exceed the DC, it gives them an extra 5% edge to beat the NPC. Though you can also flip the table, sometimes, and roll NPC checks against the party's passive values to give the bad guys the attacker's advantage.</p><p></p><p>You'll find that people on this forum are always eager to help. And some of us actually write official A5e material!</p><p></p><p>I'm really happy you like it! I think it's some of my best work, conceptually speaking. It really made a splash!</p></blockquote><p></p>
[QUOTE="Steampunkette, post: 9578885, member: 6796468"] A Dexterity Save and a Sleight of Hand check are, essentially, the same thing. Dex+Proficiency, rolled against a target. Mist and Shade goes in on making it Sleight of Hand because it's about lifting something off someone in a manner that they don't notice, rather than just yanking it out of their grasp. Combat Maneuvers which force saving throws typically use the Maneuver DC of the attacker. So a Fighter using a Disarm basic maneuver makes an enemy roll a saving throw against 8+Proficiency+Dex or Str, whichever is higher. Your Maneuver DC is defined on page 457 of the Adventurer's Guide. Every creature has a Maneuver DC, whether they ever use it or not. And everyone has access to the Basic Maneuvers like disarm, grapple, grab on, knockdown, overrun, and shove. Martial Classes (like Fighter and Adept) get additional options for combat maneuvers. As far as Armor Lock targeting AC: As designers, we get some big leeway to mess around with some fun levers in making things varied and different! Pretty much every skill can be made into a passive by doing the simple 10+Stat+Proficiency method, which makes it super easy to adjudicate things in a way that feels reasonable to both the attacker and defender. The most commonly used passive skills are Passive Perception, Passive Insight, and Passive Stealth. Generally speaking, whenever possible, let the players roll the dice. If you have an NPC lying to the players, let the players roll Insight against the NPC's passive Deception. If NPCs are trying to sneak up on the party, call for Perception checks against their passive Stealth. This is generally because of attacker's advantage. Since you need to equal or exceed the DC, it gives them an extra 5% edge to beat the NPC. Though you can also flip the table, sometimes, and roll NPC checks against the party's passive values to give the bad guys the attacker's advantage. You'll find that people on this forum are always eager to help. And some of us actually write official A5e material! I'm really happy you like it! I think it's some of my best work, conceptually speaking. It really made a splash! [/QUOTE]
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Level Up: Advanced 5th Edition (A5E)
How do these maneuvers function - New GM
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