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How should combat maneuvers be handled in Next?
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<blockquote data-quote="Ranganathan" data-source="post: 5932270" data-attributes="member: 6689455"><p>The one thing I really want to see is WotC opening up the ability check / contest mechanic as the actual core of the game.</p><p></p><p>All these maneuvers should be ability checks, contests, or saves. My preference is contests by and large. They should all take an action. Any character can use them, fighters are simply better at them, and fighters should be able to defend against them better. Possibly through advantage.</p><p></p><p>Mixing and matching the scores to see where things fall is fairly easy, as is the penalty, and how to recover from the maneuver.</p><p></p><p>Grapple, Str/Dex vs Str/Dex contest. A successful grapple puts the target at disad for all checks, attacks, and skill uses. The grappler (i.e. character attacking with grapple) has disad for all checks, attacks, and skill uses not associated with grappling their target. Target cannot move freely. Hazard: Attacker becomes grappled.</p><p></p><p>Disarm, Str/Dex vs Str/Dex contest. A successful disarm attack removes a single item the target is holding from their grasp. The item falls next to the original holder. It costs 5 feet of movement to recover an item within reach. Defender hazard: Attacker can place the item up to 10 feet away form the original holder. Attacker hazard: Attacker is disarmed.</p><p></p><p>Trip, Str/Dex vs Str/Dex contest. A successful trip attack knocks the target prone. Hazard: Attacker is knocked prone.</p></blockquote><p></p>
[QUOTE="Ranganathan, post: 5932270, member: 6689455"] The one thing I really want to see is WotC opening up the ability check / contest mechanic as the actual core of the game. All these maneuvers should be ability checks, contests, or saves. My preference is contests by and large. They should all take an action. Any character can use them, fighters are simply better at them, and fighters should be able to defend against them better. Possibly through advantage. Mixing and matching the scores to see where things fall is fairly easy, as is the penalty, and how to recover from the maneuver. Grapple, Str/Dex vs Str/Dex contest. A successful grapple puts the target at disad for all checks, attacks, and skill uses. The grappler (i.e. character attacking with grapple) has disad for all checks, attacks, and skill uses not associated with grappling their target. Target cannot move freely. Hazard: Attacker becomes grappled. Disarm, Str/Dex vs Str/Dex contest. A successful disarm attack removes a single item the target is holding from their grasp. The item falls next to the original holder. It costs 5 feet of movement to recover an item within reach. Defender hazard: Attacker can place the item up to 10 feet away form the original holder. Attacker hazard: Attacker is disarmed. Trip, Str/Dex vs Str/Dex contest. A successful trip attack knocks the target prone. Hazard: Attacker is knocked prone. [/QUOTE]
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How should combat maneuvers be handled in Next?
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