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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Level Up Playtest Document #16: Combat Maneuvers
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<blockquote data-quote="RangerWickett" data-source="post: 8241682" data-attributes="member: 63"><p>I'm going to focus on just the basic maneuvers at first.</p><p></p><p><strong>Disarming</strong> is too easy, right? And importantly, it is unheroic. I want to run a scene where the mid-level PC confronts the villain, and the evil minions run up and yank the hero's special magic sword away. I suppose this might just change player tactics, so they all carry backup weapons, but my understanding is that in real swordfighting, disarming someone is <em>hard</em>, and not something you expect to be able to pull off except in unusual circumstances.</p><p></p><p>I wonder if there's a way to model, like, 'basic disarming' (on a success, the target nearly drops the item and loses its next attack because it has to regain its grip), but to allow a full disarm on a critical hit, or if the attacker spends an exertion point to upgrade the effect.</p><p></p><p><strong>Grabbing On</strong> appears to take an action (and possibly 2 squares of movement, since you're entering an enemy's space, which is difficult terrain?), while <strong>grappling</strong> seems to only cost an attack. And <em>escaping</em> a grapple or a grab requires an action. Is it intentional for grappling to be easier than escaping?</p><p></p><p>Disarming/overrun have a sliding scale of disadvantage/advantage based on relative size, while grab/grappling/knockdown/shove are just a toggle of yes/no based on size. </p><p></p><p>Grappling then dragging lets you move the target up to half your speed. Bull rushing lets you move the target based on how well you roll, but you don't move with them. I guess I'm okay with the inconsistency, but would it be better for them to be closer in execution? </p><p></p><p>Also, it's potentially possible for a normal person to shove another normal person 15 feet (again, without moving with them). I know this is a fantasy game, but that seems high. On the flip side, the most bad-ass high-level berserker hitting a peasant can't fling them probably more than 25 feet. I think personally I'd prefer shoves to just be 5 feet, unless you move with the person, and for the possible increase in distance to be tied to some other element of the character - maybe proficiency, or some sort of special ability - rather than due to random dice rolls.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 8241682, member: 63"] I'm going to focus on just the basic maneuvers at first. [B]Disarming[/B] is too easy, right? And importantly, it is unheroic. I want to run a scene where the mid-level PC confronts the villain, and the evil minions run up and yank the hero's special magic sword away. I suppose this might just change player tactics, so they all carry backup weapons, but my understanding is that in real swordfighting, disarming someone is [I]hard[/I], and not something you expect to be able to pull off except in unusual circumstances. I wonder if there's a way to model, like, 'basic disarming' (on a success, the target nearly drops the item and loses its next attack because it has to regain its grip), but to allow a full disarm on a critical hit, or if the attacker spends an exertion point to upgrade the effect. [B]Grabbing On[/B] appears to take an action (and possibly 2 squares of movement, since you're entering an enemy's space, which is difficult terrain?), while [B]grappling[/B] seems to only cost an attack. And [I]escaping[/I] a grapple or a grab requires an action. Is it intentional for grappling to be easier than escaping? Disarming/overrun have a sliding scale of disadvantage/advantage based on relative size, while grab/grappling/knockdown/shove are just a toggle of yes/no based on size. Grappling then dragging lets you move the target up to half your speed. Bull rushing lets you move the target based on how well you roll, but you don't move with them. I guess I'm okay with the inconsistency, but would it be better for them to be closer in execution? Also, it's potentially possible for a normal person to shove another normal person 15 feet (again, without moving with them). I know this is a fantasy game, but that seems high. On the flip side, the most bad-ass high-level berserker hitting a peasant can't fling them probably more than 25 feet. I think personally I'd prefer shoves to just be 5 feet, unless you move with the person, and for the possible increase in distance to be tied to some other element of the character - maybe proficiency, or some sort of special ability - rather than due to random dice rolls. [/QUOTE]
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Level Up Playtest Document #16: Combat Maneuvers
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