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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
You Don’t Have To Leave Wolfy Behind... In 'Pets & Sidekicks' Your Companions Level Up With You!
Community
General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Level Up Playtest Document #16: Combat Maneuvers
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="Stalker0" data-source="post: 8241653" data-attributes="member: 5889"><p>A little character build to take a look.</p><p></p><p><strong>Daiygo the Song Sword</strong></p><p>Raised in a temple with a single purpose, to serve his diety the Daimyo all his days. Daiygo says little with words, only his blade. He has no will of his own, but is a meer extension of his master's will. Daiygo is dangerous and mysterious, little is known about him, because those that try often meet a fatal end.</p><p></p><p><strong>Human</strong>: Die-Hard Survivor (+4 to death saves), Determined (Paragon - +5 to attack, check, or save when at half health).</p><p>+1 skill</p><p><strong>Culture</strong>: Religious Devotee (Adv vs Fear and Charm, Religion, 2 musical instruments)</p><p><strong>Background</strong>: Solider (+1 str, +1 dex, Athletics, Intimidation, Shogi Set)</p><p>+4 dex</p><p></p><p><strong>Fighter (10th level)</strong></p><p>Fighting Style (TWF), Watchful Eye (+5 to Passive Perception to notice hidden threats), Evaluate Technique, Indomitable 1/day, Mysterious Reputation</p><p><strong>Knacks: </strong>Burst of Strength, Extreme Leap, Nightwatch</p><p></p><p>HP: 74</p><p>AC: 17 (Studded Leather)</p><p>Skills: Athletics, Acrobatics, Intimidation, Perception, Insight, Religion, Singing, the Lute, Shogi</p><p>Str: 14</p><p>Dex: 20</p><p>Con: 12</p><p>Int: 10</p><p>Wis: 12</p><p>Cha: 8</p><p></p><p>Attack: Katana (flavored Rapier) +9x2, 1d8 + 5 damage</p><p>Off Hand Attack: Wakizashi (flavored short sword) +9, 1d6 + 5</p><p></p><p><strong>Maneuvers</strong></p><p>Exertion: 10</p><p>DC: 17</p><p>Schools: All (this part is confusing, so I am assuming the Fighter document trumps the generic list).</p><p>Exertion cost in the ()</p><p></p><p>1st Tier (3)</p><p>Leading Throw (Mirror's Glint - 1): Reaction - Throw opponent who missed you.</p><p>Imposing Glare (T Iron - 1): Bonus Action, Charisma save or frightened until the end of your next turn.</p><p>Perplexing Flurry (Mist/Shade - 1): Technique - Enemy has disadvantage on attacks against you, if you use all attacks against them.</p><p></p><p>2nd Tier (2)</p><p>Deflect Strike (U Wheel - 1): Reaction - Reduce damage by 4d6.</p><p>Practiced Roll (R Edge - 1): Bonus Action, move 20 feet without OAs.</p><p></p><p>3rd Tier (2)</p><p>Instinctive Counterattack (Razor's Edge - 2): Reaction, gain an extra attack</p><p>Rake (Tooth and Claw - 1): Technique: +1d8 damage on all hits after the first.</p><p></p><p><strong>Manuever Strategy</strong></p><p></p><p>So Imposing Glare is if there as a precombat ability, to intimidate the enemy and get them to back off, not really meant for actual combat.</p><p></p><p>In a regular round with no advantage, he will use P Flurry, focusing on his lighting fast attacks against one opponent who then has trouble hitting him back. I've set up the character as kind of a 1 on 1 duelist, true Samurai style.</p><p></p><p>Defensively: He uses Deflect Strike often to reduce damage (god that maneuver is incredible!), or if the opponent misses he will use Leading Throw if the throw would lead to good results. He also has practiced roll to give him some mobility and extra speed when needed.</p><p></p><p>The true "Samurai killing blow", aka my super move. If I have advantage (or I can combine my human intrepid ability and paragon gift to get advantage on one attack, +5 on the next), I will combine Instinctive Counterattack, Rake, and my bonus action off hand attack. With good luck that is 4 attacks, and 3 of them get an extra +1d8 damage (so 6d8 + 1d6 + 20, avg: 50.5) . Flavorwise I would say its a "single attack", a true "finishing blow" if you will. One other nice thing about the combo is that I can wait to trigger Instinctive attack until I have done all my other ones, so if I missed I could choose to save the exertion.</p><p></p><p>Note that I was very frugal with my maneuver costs, so this guy has a lot of staying power. He could literally do his "super combo" 3 turns in a row if he had a major fight.</p><p></p><p></p><p><strong>Creation Notes</strong></p><p></p><p>1) Even at 10th level, you really feel the small number of maneuvers known, I really had to narrow down exactly what I wanted.</p><p></p><p>2) There is definately a balancing act on activation types. You generally want a balance of techniques, bonus actions, and reactions. I remade my list a few times, because being too heavy on one means you are unlikely to use it much.</p><p></p><p>3) Exertion cost is a big deal, and I still feel like the developers under estimate that. Especially the 3 exertion maneuvers, 3 exertion is a LOT!!! I have only 1 2 exertion maneuver, and though I feel it is actually worth the price of admission....it drops my total so quickly compared to if I just kept spamming 1 exertion maneuvers. The trick is with a good balance, you are often going to use 2 maneuvers in a round anyway through reactions and the like, so that exertion cost adds up really quick.</p><p></p><p>4) Overall I'm pretty happy with this build. I feel the maneuvers paint the Samurai I wanted to make, I feel like this guy does what I want him to do.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 8241653, member: 5889"] A little character build to take a look. [B]Daiygo the Song Sword[/B] Raised in a temple with a single purpose, to serve his diety the Daimyo all his days. Daiygo says little with words, only his blade. He has no will of his own, but is a meer extension of his master's will. Daiygo is dangerous and mysterious, little is known about him, because those that try often meet a fatal end. [B]Human[/B]: Die-Hard Survivor (+4 to death saves), Determined (Paragon - +5 to attack, check, or save when at half health). +1 skill [B]Culture[/B]: Religious Devotee (Adv vs Fear and Charm, Religion, 2 musical instruments) [B]Background[/B]: Solider (+1 str, +1 dex, Athletics, Intimidation, Shogi Set) +4 dex [B]Fighter (10th level)[/B] Fighting Style (TWF), Watchful Eye (+5 to Passive Perception to notice hidden threats), Evaluate Technique, Indomitable 1/day, Mysterious Reputation [B]Knacks: [/B]Burst of Strength, Extreme Leap, Nightwatch HP: 74 AC: 17 (Studded Leather) Skills: Athletics, Acrobatics, Intimidation, Perception, Insight, Religion, Singing, the Lute, Shogi Str: 14 Dex: 20 Con: 12 Int: 10 Wis: 12 Cha: 8 Attack: Katana (flavored Rapier) +9x2, 1d8 + 5 damage Off Hand Attack: Wakizashi (flavored short sword) +9, 1d6 + 5 [B]Maneuvers[/B] Exertion: 10 DC: 17 Schools: All (this part is confusing, so I am assuming the Fighter document trumps the generic list). Exertion cost in the () 1st Tier (3) Leading Throw (Mirror's Glint - 1): Reaction - Throw opponent who missed you. Imposing Glare (T Iron - 1): Bonus Action, Charisma save or frightened until the end of your next turn. Perplexing Flurry (Mist/Shade - 1): Technique - Enemy has disadvantage on attacks against you, if you use all attacks against them. 2nd Tier (2) Deflect Strike (U Wheel - 1): Reaction - Reduce damage by 4d6. Practiced Roll (R Edge - 1): Bonus Action, move 20 feet without OAs. 3rd Tier (2) Instinctive Counterattack (Razor's Edge - 2): Reaction, gain an extra attack Rake (Tooth and Claw - 1): Technique: +1d8 damage on all hits after the first. [B]Manuever Strategy[/B] So Imposing Glare is if there as a precombat ability, to intimidate the enemy and get them to back off, not really meant for actual combat. In a regular round with no advantage, he will use P Flurry, focusing on his lighting fast attacks against one opponent who then has trouble hitting him back. I've set up the character as kind of a 1 on 1 duelist, true Samurai style. Defensively: He uses Deflect Strike often to reduce damage (god that maneuver is incredible!), or if the opponent misses he will use Leading Throw if the throw would lead to good results. He also has practiced roll to give him some mobility and extra speed when needed. The true "Samurai killing blow", aka my super move. If I have advantage (or I can combine my human intrepid ability and paragon gift to get advantage on one attack, +5 on the next), I will combine Instinctive Counterattack, Rake, and my bonus action off hand attack. With good luck that is 4 attacks, and 3 of them get an extra +1d8 damage (so 6d8 + 1d6 + 20, avg: 50.5) . Flavorwise I would say its a "single attack", a true "finishing blow" if you will. One other nice thing about the combo is that I can wait to trigger Instinctive attack until I have done all my other ones, so if I missed I could choose to save the exertion. Note that I was very frugal with my maneuver costs, so this guy has a lot of staying power. He could literally do his "super combo" 3 turns in a row if he had a major fight. [B]Creation Notes[/B] 1) Even at 10th level, you really feel the small number of maneuvers known, I really had to narrow down exactly what I wanted. 2) There is definately a balancing act on activation types. You generally want a balance of techniques, bonus actions, and reactions. I remade my list a few times, because being too heavy on one means you are unlikely to use it much. 3) Exertion cost is a big deal, and I still feel like the developers under estimate that. Especially the 3 exertion maneuvers, 3 exertion is a LOT!!! I have only 1 2 exertion maneuver, and though I feel it is actually worth the price of admission....it drops my total so quickly compared to if I just kept spamming 1 exertion maneuvers. The trick is with a good balance, you are often going to use 2 maneuvers in a round anyway through reactions and the like, so that exertion cost adds up really quick. 4) Overall I'm pretty happy with this build. I feel the maneuvers paint the Samurai I wanted to make, I feel like this guy does what I want him to do. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Level Up Playtest Document #16: Combat Maneuvers
Top