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<blockquote data-quote="GlassEye" data-source="post: 6295571" data-attributes="member: 40413"><p>A lot of times, particularly in 3.x, the benefit from the maneuver wasn't nearly as effective as just doing straight up damage and getting the monster out of the fight as quickly as possible. Add a penalty to doing the maneuver (AoO) and a cost to each maneuver for doing it without penalty or with a bonus or both and the maneuver gets used much less often. DCC handles it by doing normal damage <strong>and</strong> getting the maneuver off plus the maneuvers are free-form to what the fighter is trying to do at the time instead of a large chart of 'If you want to do this, buy this'.</p><p></p><p>Maybe dual cost or multiple levels of success. Base level combat maneuver open to anyone at X cost in dice pool and success at base level (sort of like cantrip level effects). Buy training in the maneuver and cost becomes X-1 (or whatever) and can reach higher levels of success.</p></blockquote><p></p>
[QUOTE="GlassEye, post: 6295571, member: 40413"] A lot of times, particularly in 3.x, the benefit from the maneuver wasn't nearly as effective as just doing straight up damage and getting the monster out of the fight as quickly as possible. Add a penalty to doing the maneuver (AoO) and a cost to each maneuver for doing it without penalty or with a bonus or both and the maneuver gets used much less often. DCC handles it by doing normal damage [b]and[/b] getting the maneuver off plus the maneuvers are free-form to what the fighter is trying to do at the time instead of a large chart of 'If you want to do this, buy this'. Maybe dual cost or multiple levels of success. Base level combat maneuver open to anyone at X cost in dice pool and success at base level (sort of like cantrip level effects). Buy training in the maneuver and cost becomes X-1 (or whatever) and can reach higher levels of success. [/QUOTE]
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