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Martial Exploits - Trip, Disarm, and Sunder
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<blockquote data-quote="Terraism" data-source="post: 4676509" data-attributes="member: 278"><p>While there's a lot to love about 4th Edition, one of the things that I have a harder time with is the restriction on options. It's not terrible, of course - much has been restricted on the basis of speed or balance, and those are good design goals. On the other hand, there is the oft-used "stunting" option, but it is, by definition, rather rules-light.</p><p></p><p>What I'm hoping to do here is bring back other combat maneuvers - disarming, tripping, sundering. But as mentioned several days back in the threat about dark-loving creatures putting out lights, a viable mechanic that allows for some of these things can be situationally appropriate, but extremely powerful as a regular tactic. And there's a lot of validity to that. I've tried to work the options into a system that <em>does</em> make them sometimes useful, without making them the standard go-to choice. As actions are the primary gauge of power in 4E, that's where I've limited it.</p><p></p><p>[h2]Introduction[/h2]</p><p>While most combatants have a firm grasp on the basics of combat - keep your feet on the ground, hold on to your gear, swing at the <em>other</em> guy - down solidly, accidents happen. Sometimes, the only thing separates victory from defeat is a single minor slip-up. Especially if your opponent is able to capitalize on it...</p><p></p><p>This system integrates cleanly into the 4E D&D combat system, by providing four new <strong>maneuvers</strong> - which are nothing more than powers that everyone may use - that allow combatants to take advantage of their enemies' mistakes. Mistakes that are represented by a new condition, <strong>unbalanced</strong>.</p><p></p><p>[h3]Being Unbalanced[/h3]</p><p>A character who is unbalanced is a little slower to react, and a little slower on the offensive, as well. Perhaps he's standing on a floor covered in oil and attempting to keep his footing, or perhaps he's recovering from a blow that <em>nearly</em> caught him, but still managed to throw him back a moment.</p><p></p><p>[h4]Unbalanced[/h4]</p><ul> <li data-xf-list-type="ul">You take a -1 penalty to all defenses.</li> <li data-xf-list-type="ul">You can't flank an enemy.</li> </ul><p>A character who is <strong>unbalanced</strong> can spend a minor action to regain his composure, removing the condition.</p><p></p><p>[h4]Gaining the Unbalanced Condition[/h4]</p><p>A character is <strong>unbalanced</strong> if he rolls a natural 1, "fumbles", on an attack roll. If a character makes multiple attack rolls as part of a single attack (for instance, if he is attacking an area,) only a natural 1 on the <em>first roll</em> can cause him to become unbalanced.</p><p></p><p>A character may also become <strong>unbalanced</strong> as a result of powers or maneuvers used against him.</p><p></p><p>[h3]Maneuvers[/h3]</p><p><strong>Maneuvers</strong> are the primary addition of this system. A maneuver is, at its heart, a standard power, as any other. The distinguishing characteristic of maneuvers is that they are usable - or known, if you prefer - by anyone, being nothing more than another form of combat action. A <strong>charge</strong> could be considered a maneuver, for instance.</p><p></p><p>[highlight]Minor Feint[/highlight]</p><p><em>You make an attack with no intent to follow through, solely to throw your opponent off-balance.</em></p><p><strong>At-Will</strong> * <strong>Martial, Weapon</strong></p><p><strong>Standard Action</strong> _ <strong>Melee</strong> weapon</p><p><strong>Target:</strong> One creature</p><p><strong>Attack:</strong> Charisma vs. Will</p><p><strong>Hit:</strong> The target is unbalanced until the end of your next turn.</p><p></p><p></p><p>[highlight]Disarm[/highlight]</p><p><em>Taking advantage of your foe's temporary distraction, you attempt to wrest away his sword.</em></p><p><strong>At-Will</strong> * <strong>Martial, Weapon</strong></p><p><strong>Standard Action</strong> _ <strong>Melee</strong> weapon</p><p><strong>Target:</strong> One creature suffering from the unbalanced condition</p><p><strong>Attack:</strong> Dexterity vs. Fortitude</p><p><strong>Hit:</strong> One object held by the target is dropped. If you have a free hand, you may choose to be holding the object now. Otherwise, it falls 1d4 squares away from the target, in a direction of your choice.</p><p></p><p></p><p>[highlight]Trip[/highlight]</p><p><em>While your enemy attempts to regain his guard, you swing for his feet.</em></p><p><strong>At-Will</strong> * <strong>Martial, Weapon</strong></p><p><strong>Standard Action</strong> _ <strong>Melee</strong> weapon</p><p><strong>Target:</strong> One creature suffering from the unbalanced condition</p><p><strong>Attack:</strong> Strength vs. Reflex</p><p><strong>Hit:</strong> The target falls prone.</p><p></p><p></p><p>[highlight]Sunder[/highlight]</p><p><em>Sometimes, taking away your opponent's tools is the surest way to victory... and right now, he's not expecting it.</em></p><p><strong>At-Will</strong> * <strong>Martial, Weapon</strong></p><p><strong>Standard Action</strong> _ <strong>Melee</strong> weapon</p><p><strong>Target:</strong> One creature suffering from the unbalanced condition</p><p><strong>Attack:</strong> Strength vs. AC</p><p><strong>Hit:</strong> You strike your target's carried weapon, implement, or shield, or worn armor. If you choose to strike a weapon or implement, all attacks made using it suffer a -1 penalty until it is repaired. If you strike armor or a shield, the bonus provided by that piece is reduced by 1 until repaired.</p><p><strong>Special:</strong> If you strike at an object that is already damaged, the penalties stack.</p><p></p><p></p><p>[h2]Conclusion and Feedback[/h2]</p><p>My hope is that, by limiting the use of these options to taking advantage of a fumble, they have a solid enough opportunity cost to prevent them from being used too often, while still making them solid options when the time is right. I know that there are a number of reasons that fumbling isn't included, by default, as part of the core system. But I needed to hook off of something, and that seemed appropriate. Especially as a minor action will remove the condition, it is primarily just a minor hindrance.</p><p></p><p>Other options could be to <em>only</em> have the unbalanced condition be caused by the <em>minor feint</em> maneuver, or add it as an effect caused by select other powers - I can certainly think of a few in the core system that I wouldn't mind adding it to, without thinking it'd overpower them.</p><p></p><p>In any case, I'm actual afraid I may have made these too restrictive. As-is, methods of actually using this maneuvers are:</p><ul> <li data-xf-list-type="ul">Your opponent rolls a 1 on his attack and doesn't have a minor action to spend this turn to remove the unbalanced condition;</li> <li data-xf-list-type="ul">You spend an action point to make a minor feint and follow it up with one of the other maneuvers;</li> <li data-xf-list-type="ul">Two allies coordinate to unbalance and then follow it up;</li> <li data-xf-list-type="ul">A foe rolls a 1 on his attack and something provides you with an interrupt attack before he can recover.</li> </ul><p>Of those, the only I can see being potentially overpowered is for two allies to coordinate - it <em>may</em> be the case that it's a little much, but then, it does also require two rolls.</p><p></p><p>Comments, questions. Or better yet, suggestions?</p></blockquote><p></p>
[QUOTE="Terraism, post: 4676509, member: 278"] While there's a lot to love about 4th Edition, one of the things that I have a harder time with is the restriction on options. It's not terrible, of course - much has been restricted on the basis of speed or balance, and those are good design goals. On the other hand, there is the oft-used "stunting" option, but it is, by definition, rather rules-light. What I'm hoping to do here is bring back other combat maneuvers - disarming, tripping, sundering. But as mentioned several days back in the threat about dark-loving creatures putting out lights, a viable mechanic that allows for some of these things can be situationally appropriate, but extremely powerful as a regular tactic. And there's a lot of validity to that. I've tried to work the options into a system that [i]does[/i] make them sometimes useful, without making them the standard go-to choice. As actions are the primary gauge of power in 4E, that's where I've limited it. [h2]Introduction[/h2] While most combatants have a firm grasp on the basics of combat - keep your feet on the ground, hold on to your gear, swing at the [i]other[/i] guy - down solidly, accidents happen. Sometimes, the only thing separates victory from defeat is a single minor slip-up. Especially if your opponent is able to capitalize on it... This system integrates cleanly into the 4E D&D combat system, by providing four new [b]maneuvers[/b] - which are nothing more than powers that everyone may use - that allow combatants to take advantage of their enemies' mistakes. Mistakes that are represented by a new condition, [b]unbalanced[/b]. [h3]Being Unbalanced[/h3] A character who is unbalanced is a little slower to react, and a little slower on the offensive, as well. Perhaps he's standing on a floor covered in oil and attempting to keep his footing, or perhaps he's recovering from a blow that [i]nearly[/i] caught him, but still managed to throw him back a moment. [h4]Unbalanced[/h4] [list] [*]You take a -1 penalty to all defenses. [*]You can't flank an enemy. [/list] A character who is [b]unbalanced[/b] can spend a minor action to regain his composure, removing the condition. [h4]Gaining the Unbalanced Condition[/h4] A character is [b]unbalanced[/b] if he rolls a natural 1, "fumbles", on an attack roll. If a character makes multiple attack rolls as part of a single attack (for instance, if he is attacking an area,) only a natural 1 on the [i]first roll[/i] can cause him to become unbalanced. A character may also become [b]unbalanced[/b] as a result of powers or maneuvers used against him. [h3]Maneuvers[/h3] [b]Maneuvers[/b] are the primary addition of this system. A maneuver is, at its heart, a standard power, as any other. The distinguishing characteristic of maneuvers is that they are usable - or known, if you prefer - by anyone, being nothing more than another form of combat action. A [b]charge[/b] could be considered a maneuver, for instance. [highlight]Minor Feint[/highlight] [i]You make an attack with no intent to follow through, solely to throw your opponent off-balance.[/i] [b]At-Will[/b] * [b]Martial, Weapon[/b] [b]Standard Action[/b] _ [b]Melee[/b] weapon [b]Target:[/b] One creature [b]Attack:[/b] Charisma vs. Will [b]Hit:[/b] The target is unbalanced until the end of your next turn. [highlight]Disarm[/highlight] [i]Taking advantage of your foe's temporary distraction, you attempt to wrest away his sword.[/i] [b]At-Will[/b] * [b]Martial, Weapon[/b] [b]Standard Action[/b] _ [b]Melee[/b] weapon [b]Target:[/b] One creature suffering from the unbalanced condition [b]Attack:[/b] Dexterity vs. Fortitude [b]Hit:[/b] One object held by the target is dropped. If you have a free hand, you may choose to be holding the object now. Otherwise, it falls 1d4 squares away from the target, in a direction of your choice. [highlight]Trip[/highlight] [i]While your enemy attempts to regain his guard, you swing for his feet.[/i] [b]At-Will[/b] * [b]Martial, Weapon[/b] [b]Standard Action[/b] _ [b]Melee[/b] weapon [b]Target:[/b] One creature suffering from the unbalanced condition [b]Attack:[/b] Strength vs. Reflex [b]Hit:[/b] The target falls prone. [highlight]Sunder[/highlight] [i]Sometimes, taking away your opponent's tools is the surest way to victory... and right now, he's not expecting it.[/i] [b]At-Will[/b] * [b]Martial, Weapon[/b] [b]Standard Action[/b] _ [b]Melee[/b] weapon [b]Target:[/b] One creature suffering from the unbalanced condition [b]Attack:[/b] Strength vs. AC [b]Hit:[/b] You strike your target's carried weapon, implement, or shield, or worn armor. If you choose to strike a weapon or implement, all attacks made using it suffer a -1 penalty until it is repaired. If you strike armor or a shield, the bonus provided by that piece is reduced by 1 until repaired. [b]Special:[/b] If you strike at an object that is already damaged, the penalties stack. [h2]Conclusion and Feedback[/h2] My hope is that, by limiting the use of these options to taking advantage of a fumble, they have a solid enough opportunity cost to prevent them from being used too often, while still making them solid options when the time is right. I know that there are a number of reasons that fumbling isn't included, by default, as part of the core system. But I needed to hook off of something, and that seemed appropriate. Especially as a minor action will remove the condition, it is primarily just a minor hindrance. Other options could be to [i]only[/i] have the unbalanced condition be caused by the [i]minor feint[/i] maneuver, or add it as an effect caused by select other powers - I can certainly think of a few in the core system that I wouldn't mind adding it to, without thinking it'd overpower them. In any case, I'm actual afraid I may have made these too restrictive. As-is, methods of actually using this maneuvers are: [list] [*]Your opponent rolls a 1 on his attack and doesn't have a minor action to spend this turn to remove the unbalanced condition; [*]You spend an action point to make a minor feint and follow it up with one of the other maneuvers; [*]Two allies coordinate to unbalance and then follow it up; [*]A foe rolls a 1 on his attack and something provides you with an interrupt attack before he can recover. [/list] Of those, the only I can see being potentially overpowered is for two allies to coordinate - it [i]may[/i] be the case that it's a little much, but then, it does also require two rolls. Comments, questions. Or better yet, suggestions? [/QUOTE]
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