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Is there an OGL/d20 Combat book that...
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<blockquote data-quote="Arkhandus" data-source="post: 5553741" data-attributes="member: 13966"><p>Yes, the Tome of Battle: Book of Nine Swords, from Wizards of the Coast for 3.5 D&D, does have some stuff that emphasizes moving around the battlefield in melee.</p><p></p><p>Maneuvers like Tactical Strike let adjacent allies take a free 5-foot step when you hit the opponent in melee, while stances like Island of Blades encourage PCs to fight close to one another against the same foes with easier flanking. Maneuvers like Charging Minotaur let PCs move in for a bull rush more easily and push enemies around, while ones like Mountain Avalanche allow PCs to trample over enemies of similar size. Maneuvers like Battle Leader's Charge encourage charging across the battlefield to engage other foes even if some mook has gotten close enough to threaten you. Maneuvers like Mighty Throw and its ilk let you toss enemies around while tripping them. Stances like Child of Shadow only work if you move around a decent amount on your turn. Step of the Wind gives you a boost when moving around on difficult terrain.</p><p></p><p>Maneuvers like Douse the Flames and Defensive Rebuke deny enemies from taking attacks of opportunity on you or your allies briefly, which lets allies move around more freely. Maneuvers like Blistering Flourish and Death Mark require moving into good positions first so you don't catch allies in their area of effect. Dance of the Spider lets you climb around while fighting. Clever Positioning lets you switch positions with the target of your attack. Tactics of the Wolf gives a boost to your party's flanking attacks. Leaping Dragon Stance lets you jump around easily and higher/further than normal.</p><p></p><p>Various maneuvers and stances require you to be adjacent to multiple foes or only help out if you're close to allies. Etc. There are also a few feats in the book that allow more movement or which encourage moving around more.</p><p></p><p>Of course, the book <strong>is</strong> closer to wuxia, anime, comic-book, or video-game style special attacks and defenses than to sword-n-sorcery stuff, <em>for the most part</em>; while stuff like most of the Iron Heart discipline is fairly mundane and just pure skill (Mithral Tornado and Adamantine Hurricane are basically improved versions of the Whirlwind Attack feat; other Iron Heart maneuvers include things like Disarming Strike, Dazing Strike, Scything Blade, etc.). Most maneuvers and stances are extraordinary abilities, but some are supernatural.</p><p></p><p>The base classes and prestige classes in the book are also fairly mystical in some way or another; swordsages could be mundane with the right maneuver/stance/feat choices, but they do gain Sense Magic at 7th-level which lets them identify most magic weapons/armor through meditation/examination; warblades are mundane unless they choose some supernatural maneuvers or the like, which are relatively few on their class list.</p><p></p><p>You could just as easily build a sort of Conan figure with Tome of Battle as you could build a ninja, samurai, holy warrior, warrior-monk, or combat mystic of some sort.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 5553741, member: 13966"] Yes, the Tome of Battle: Book of Nine Swords, from Wizards of the Coast for 3.5 D&D, does have some stuff that emphasizes moving around the battlefield in melee. Maneuvers like Tactical Strike let adjacent allies take a free 5-foot step when you hit the opponent in melee, while stances like Island of Blades encourage PCs to fight close to one another against the same foes with easier flanking. Maneuvers like Charging Minotaur let PCs move in for a bull rush more easily and push enemies around, while ones like Mountain Avalanche allow PCs to trample over enemies of similar size. Maneuvers like Battle Leader's Charge encourage charging across the battlefield to engage other foes even if some mook has gotten close enough to threaten you. Maneuvers like Mighty Throw and its ilk let you toss enemies around while tripping them. Stances like Child of Shadow only work if you move around a decent amount on your turn. Step of the Wind gives you a boost when moving around on difficult terrain. Maneuvers like Douse the Flames and Defensive Rebuke deny enemies from taking attacks of opportunity on you or your allies briefly, which lets allies move around more freely. Maneuvers like Blistering Flourish and Death Mark require moving into good positions first so you don't catch allies in their area of effect. Dance of the Spider lets you climb around while fighting. Clever Positioning lets you switch positions with the target of your attack. Tactics of the Wolf gives a boost to your party's flanking attacks. Leaping Dragon Stance lets you jump around easily and higher/further than normal. Various maneuvers and stances require you to be adjacent to multiple foes or only help out if you're close to allies. Etc. There are also a few feats in the book that allow more movement or which encourage moving around more. Of course, the book [B]is[/B] closer to wuxia, anime, comic-book, or video-game style special attacks and defenses than to sword-n-sorcery stuff, [I]for the most part[/I]; while stuff like most of the Iron Heart discipline is fairly mundane and just pure skill (Mithral Tornado and Adamantine Hurricane are basically improved versions of the Whirlwind Attack feat; other Iron Heart maneuvers include things like Disarming Strike, Dazing Strike, Scything Blade, etc.). Most maneuvers and stances are extraordinary abilities, but some are supernatural. The base classes and prestige classes in the book are also fairly mystical in some way or another; swordsages could be mundane with the right maneuver/stance/feat choices, but they do gain Sense Magic at 7th-level which lets them identify most magic weapons/armor through meditation/examination; warblades are mundane unless they choose some supernatural maneuvers or the like, which are relatively few on their class list. You could just as easily build a sort of Conan figure with Tome of Battle as you could build a ninja, samurai, holy warrior, warrior-monk, or combat mystic of some sort. [/QUOTE]
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