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General Tabletop Discussion
*Dungeons & Dragons
How should combat maneuvers be handled in Next?
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<blockquote data-quote="RangerWickett" data-source="post: 5932007" data-attributes="member: 63"><p>[hq]<span style="font-size: 12px">Option A</span>[/hq]</p><p></p><p>There should be a basic mechanic, probably Pathfinder CMB-esque, that anyone can use. And then I'd recommend that the base fighter be allowed to use these maneuvers more easily, and add them to his attacks.</p><p></p><p>Like maybe at 1st level, once per round when they hit an enemy, they add one combat trick. Stuff like trip, disarm, grab, plus some nifty stuff like “flick a dagger for tiny damage at an enemy within 30 ft.” or “cleave and deal tiny damage to an enemy adjacent to your main target.” </p><p></p><p>You'd probably have them pick two tricks that they can add this way. Other tricks they have to spend their full action doing. At higher level (or with feats) they can get access to more tricks.</p><p></p><p>Nothing adds extra damage (though you can get extra attacks), or gives you an automatic attack bonus boost (though you can inflict conditions which will help on the next turn). </p><p></p><p>At higher level, maybe you can chain stuff together, like kill an enemy, throw his weapon at another creature, then use the body as a human shield as you charge and bulrush another enemy.</p><p></p><p>Also, use the HP Threshold system. Conditions could be listed in serious and minor pairs, and if you hit with an attack that would, say, trip the opponent but they’re above the HP Threshold, they’re just slowed. Disarm’s minor version gives the foe disadvantage on an attack. Stunned’s minor is dazed, which just makes you grant advantage to everyone and prevents you from taking reactions. </p><p></p><p>As a base, the HP Threshold is equal to 5 + twice your level (and you can just mark it on your character sheet). If your foe is below your threshold after you deal damage, you get the powerful condition.</p><p></p><p>Let all those weird weapons like nets and whips raise the HP threshold, so it’s easier to trip an enemy with whip than with a greatsword.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 5932007, member: 63"] [hq][size=3]Option A[/size][/hq] There should be a basic mechanic, probably Pathfinder CMB-esque, that anyone can use. And then I'd recommend that the base fighter be allowed to use these maneuvers more easily, and add them to his attacks. Like maybe at 1st level, once per round when they hit an enemy, they add one combat trick. Stuff like trip, disarm, grab, plus some nifty stuff like “flick a dagger for tiny damage at an enemy within 30 ft.” or “cleave and deal tiny damage to an enemy adjacent to your main target.” You'd probably have them pick two tricks that they can add this way. Other tricks they have to spend their full action doing. At higher level (or with feats) they can get access to more tricks. Nothing adds extra damage (though you can get extra attacks), or gives you an automatic attack bonus boost (though you can inflict conditions which will help on the next turn). At higher level, maybe you can chain stuff together, like kill an enemy, throw his weapon at another creature, then use the body as a human shield as you charge and bulrush another enemy. Also, use the HP Threshold system. Conditions could be listed in serious and minor pairs, and if you hit with an attack that would, say, trip the opponent but they’re above the HP Threshold, they’re just slowed. Disarm’s minor version gives the foe disadvantage on an attack. Stunned’s minor is dazed, which just makes you grant advantage to everyone and prevents you from taking reactions. As a base, the HP Threshold is equal to 5 + twice your level (and you can just mark it on your character sheet). If your foe is below your threshold after you deal damage, you get the powerful condition. Let all those weird weapons like nets and whips raise the HP threshold, so it’s easier to trip an enemy with whip than with a greatsword. [/QUOTE]
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How should combat maneuvers be handled in Next?
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