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General Tabletop Discussion
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How should combat maneuvers be handled in Next?
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<blockquote data-quote="YRUSirius" data-source="post: 5934235" data-attributes="member: 62341"><p>I like what I'm reading.</p><p></p><p>I'm coming to the conclusion that currently D&D Next has ALL the rulings needed to handle combat maneuvers.</p><p></p><p>Everyone can improvise actions. Combat maneuvers fall into that category.</p><p></p><p>Say you want to trip someone: Because you're attacking an armed enemy with your weapon you make an attack contest. If you win the contest his weapon goes flying.</p><p></p><p></p><p></p><p>I especially like the notion of buying additional actions with disadvantage. See reloading for the heavy crossbow: you can reload the crossbow and attack with it with the same action if you impose a disadvantage onto the attack.</p><p></p><p>Savage Worlds does something similiar: you do more stuff in 1 round but you get penalties on the additional actions.</p><p></p><p>I would allow buying additional maneuvers with disadvantage so a fighter could try to damage an enemy AND disarm him with the same action. Nice opportunity cost. This is how I'd handle maneuvers.</p><p></p><p>Higher level class features could grant maneuver features so a guardian might get advantage on actions that try to trip or push opponents (think shield bash). If a guardian would try to damage and trip an opponent with the same action he would lose his advantage but he could still try to do both things. I llllllllllllllike it. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p></p><p>-YRUSirius</p></blockquote><p></p>
[QUOTE="YRUSirius, post: 5934235, member: 62341"] I like what I'm reading. I'm coming to the conclusion that currently D&D Next has ALL the rulings needed to handle combat maneuvers. Everyone can improvise actions. Combat maneuvers fall into that category. Say you want to trip someone: Because you're attacking an armed enemy with your weapon you make an attack contest. If you win the contest his weapon goes flying. I especially like the notion of buying additional actions with disadvantage. See reloading for the heavy crossbow: you can reload the crossbow and attack with it with the same action if you impose a disadvantage onto the attack. Savage Worlds does something similiar: you do more stuff in 1 round but you get penalties on the additional actions. I would allow buying additional maneuvers with disadvantage so a fighter could try to damage an enemy AND disarm him with the same action. Nice opportunity cost. This is how I'd handle maneuvers. Higher level class features could grant maneuver features so a guardian might get advantage on actions that try to trip or push opponents (think shield bash). If a guardian would try to damage and trip an opponent with the same action he would lose his advantage but he could still try to do both things. I llllllllllllllike it. :) -YRUSirius [/QUOTE]
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How should combat maneuvers be handled in Next?
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