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How should combat maneuvers be handled in Next?
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<blockquote data-quote="steenan" data-source="post: 5943975" data-attributes="member: 23240"><p>First, what I want from combat maneuvers:</p><p>- They should be possible for everyone, but significantly easier for appropriately trained characters (fighter, monk)</p><p>- Every maneuver should be useful sometimes, but none should be always optimal; their usefulness should depend on tactical situation.</p><p>- They shouldn't be spammable (it leads to very strange, uninteresting fighting styles), but also shouldn't have hard, artificial limits (like: once per encounter)</p><p>- They shouldn't have too high opportunity cost (do you prefer to just hit, or try to disarm - which has low chance of success, provokes an AoO and does not deal damage?)</p><p>- They should be simple to use in play</p><p></p><p>It's not easy to meet these requirements. The idea I have for implementing the maneuvers is just a sketch, and probably full of holes, but I'd like to share it anyway:</p><p></p><p>1. You don't declare maneuvers before you attack. They are activated based on the margin of success.</p><p>2. When you hit at least (let's say) 5 points above target's AC, or if you roll natural 20, you may add a maneuver to your hit. If you exceed the AC by more, one additional maneuver for each 5 points.</p><p>3. Characters trained in maneuvers may activate them with lower margin of success. Some monsters may have vulnerabilities or resistances to specific maneuvers that also affect the required MoS (eg. a huge creature may be harder to trip, but easier to feint).</p><p>4. Maneuvers may include things like converting inflicted damage to nonlethal, cleaving through several foes etc. </p><p></p><p>A character trained in many maneuvers, fighting against much weaker foes, should be able to tie them in knots by stacking maneuvers on each hit - but against a strong opponent, only one or two maneuvers would be successful (that is, mechanically, only one or two hits would allow a maneuver to be performed).</p></blockquote><p></p>
[QUOTE="steenan, post: 5943975, member: 23240"] First, what I want from combat maneuvers: - They should be possible for everyone, but significantly easier for appropriately trained characters (fighter, monk) - Every maneuver should be useful sometimes, but none should be always optimal; their usefulness should depend on tactical situation. - They shouldn't be spammable (it leads to very strange, uninteresting fighting styles), but also shouldn't have hard, artificial limits (like: once per encounter) - They shouldn't have too high opportunity cost (do you prefer to just hit, or try to disarm - which has low chance of success, provokes an AoO and does not deal damage?) - They should be simple to use in play It's not easy to meet these requirements. The idea I have for implementing the maneuvers is just a sketch, and probably full of holes, but I'd like to share it anyway: 1. You don't declare maneuvers before you attack. They are activated based on the margin of success. 2. When you hit at least (let's say) 5 points above target's AC, or if you roll natural 20, you may add a maneuver to your hit. If you exceed the AC by more, one additional maneuver for each 5 points. 3. Characters trained in maneuvers may activate them with lower margin of success. Some monsters may have vulnerabilities or resistances to specific maneuvers that also affect the required MoS (eg. a huge creature may be harder to trip, but easier to feint). 4. Maneuvers may include things like converting inflicted damage to nonlethal, cleaving through several foes etc. A character trained in many maneuvers, fighting against much weaker foes, should be able to tie them in knots by stacking maneuvers on each hit - but against a strong opponent, only one or two maneuvers would be successful (that is, mechanically, only one or two hits would allow a maneuver to be performed). [/QUOTE]
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