Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Improvised actions in combat
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Erechel" data-source="post: 7394972" data-attributes="member: 6784868"><p>BEHOLD THE MIGHTY THREAD NECROMANCER!</p><p></p><p>I, both as a DM and as a player, enjoy very much improvised actions, and I've come up with a solution for adjudicating "tricky" actions, using base attacks as a standard. An improvisation has a usefulness factor: sometimes, the effects are greater than an attack's; sometimes, the effects are lesser and predictable.</p><p>1- <strong>increased effects</strong> are major advantages in battle, so they have disadvantage on the skill check needed to succeed, or come with a cost. For example, immobilizing a foe's arm (thus impeding it to attack with said hand) requires a Grapple with disadvantage. Or two successive grapples.</p><p>2- <strong>Small effects</strong> have little impact on the game, but they are like small stings in a fight. They are handled with advantage, or as a bonus action. One example is a "careful attack": you attack with advantage, but you don't add your Stat modifier to the damage done. Useful for taking down heavily armored enemies, not so much for low armor but high hit points.</p><p>3- <strong>Tradeoffs</strong> when an action has a fair tradeoff with an attack (such as blinding an enemy with a puff of pepper) you expend an appropriate action, replacing your base attack and use a skill or grant a Saving Throw.</p><p>4- <strong><em>Kairós</em></strong>, or <em>opportunity</em> in ancient greek: the same as above, but with a greater effect/without disadvantage/better action economy. It is a one-shot, triggered by specific circumstances.</p><p></p><p>I, as a DM, also allow to make "strong attacks" and "Careful attacks" as variations. A Strong attack doubles the damage dice, but hits at disadvantage. "Careful attacks", as I said above, have advantage to hit, but don't add any modifiers to the damage roll. Until now, it works beautifully.</p><p></p><p>A list of my impros as a strong fighter:</p><p>a) Grapple, and then bash the head of the opponent against a wall/floor to stun.</p><p>b) Shove and then grapple the mouth of a caster to silence it (with disadvantage: I killed a high priest this way)</p><p>c) Throwing <em>very</em> big rocks against my enemies from higher ground.</p><p>d) Using caltrops or fire, and then shove my enemies against it.</p><p>e) Setting spider webs on fire.</p><p>f) Shoving an enemy against another to trip them both.</p><p>g) Goring enemies, and then intimidate the ones alive screaming at them.</p><p>h) Very close quarters, using a dagger as my weapon, to grant disadvantage to my enemies.</p><p>i) Sand to the eyes.</p><p>j) Kicking the kneecaps (a disarmed attack that grants a Con save or halves the speed of my enemy).</p><p>k) Forming a shield wall with my companions/hirelings.</p><p>l) attacking the hands of the enemies to impede them casting/using weapons.</p><p>m) Using smoke to provoke coughing and impede vision.</p><p>...etc.</p><p></p><p>And then the rest of the tricks of a savy fighter, like disarming; being prone and seek cover to evade projectiles; attacking with a lance from horseback (120 feet every round, more than enough to attack with reach and then retire to safety <em>without</em> disengage), attacking with a bow from horseback; trampling enemies with my warhorse, fight in the bushes; grapple people and drowing them with only my movement; grappling and then throw people from very high grounds; grapple then stomping people against stakes, spikes or anything pointy; set things on fire with oil and torches; etc.</p><p></p><p>There is so much you can do within the rules that only saying "I attack" is boring. Of course, a fair share of my combat time is expended by making attacks (although I've given a lot of mileage to my Shield Master feat... so much GREATNESS can be done by having advantage on most of your attacks, specially if your companion is a dual-wielder champion and he crits half of the time), but at least half of it I seek any advantage I could take.</p></blockquote><p></p>
[QUOTE="Erechel, post: 7394972, member: 6784868"] BEHOLD THE MIGHTY THREAD NECROMANCER! I, both as a DM and as a player, enjoy very much improvised actions, and I've come up with a solution for adjudicating "tricky" actions, using base attacks as a standard. An improvisation has a usefulness factor: sometimes, the effects are greater than an attack's; sometimes, the effects are lesser and predictable. 1- [B]increased effects[/B] are major advantages in battle, so they have disadvantage on the skill check needed to succeed, or come with a cost. For example, immobilizing a foe's arm (thus impeding it to attack with said hand) requires a Grapple with disadvantage. Or two successive grapples. 2- [B]Small effects[/B] have little impact on the game, but they are like small stings in a fight. They are handled with advantage, or as a bonus action. One example is a "careful attack": you attack with advantage, but you don't add your Stat modifier to the damage done. Useful for taking down heavily armored enemies, not so much for low armor but high hit points. 3- [B]Tradeoffs[/B] when an action has a fair tradeoff with an attack (such as blinding an enemy with a puff of pepper) you expend an appropriate action, replacing your base attack and use a skill or grant a Saving Throw. 4- [B][I]Kairós[/I][/B], or [I]opportunity[/I] in ancient greek: the same as above, but with a greater effect/without disadvantage/better action economy. It is a one-shot, triggered by specific circumstances. I, as a DM, also allow to make "strong attacks" and "Careful attacks" as variations. A Strong attack doubles the damage dice, but hits at disadvantage. "Careful attacks", as I said above, have advantage to hit, but don't add any modifiers to the damage roll. Until now, it works beautifully. A list of my impros as a strong fighter: a) Grapple, and then bash the head of the opponent against a wall/floor to stun. b) Shove and then grapple the mouth of a caster to silence it (with disadvantage: I killed a high priest this way) c) Throwing [I]very[/I] big rocks against my enemies from higher ground. d) Using caltrops or fire, and then shove my enemies against it. e) Setting spider webs on fire. f) Shoving an enemy against another to trip them both. g) Goring enemies, and then intimidate the ones alive screaming at them. h) Very close quarters, using a dagger as my weapon, to grant disadvantage to my enemies. i) Sand to the eyes. j) Kicking the kneecaps (a disarmed attack that grants a Con save or halves the speed of my enemy). k) Forming a shield wall with my companions/hirelings. l) attacking the hands of the enemies to impede them casting/using weapons. m) Using smoke to provoke coughing and impede vision. ...etc. And then the rest of the tricks of a savy fighter, like disarming; being prone and seek cover to evade projectiles; attacking with a lance from horseback (120 feet every round, more than enough to attack with reach and then retire to safety [I]without[/I] disengage), attacking with a bow from horseback; trampling enemies with my warhorse, fight in the bushes; grapple people and drowing them with only my movement; grappling and then throw people from very high grounds; grapple then stomping people against stakes, spikes or anything pointy; set things on fire with oil and torches; etc. There is so much you can do within the rules that only saying "I attack" is boring. Of course, a fair share of my combat time is expended by making attacks (although I've given a lot of mileage to my Shield Master feat... so much GREATNESS can be done by having advantage on most of your attacks, specially if your companion is a dual-wielder champion and he crits half of the time), but at least half of it I seek any advantage I could take. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Improvised actions in combat
Top