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Martial Exploits - Trip, Disarm, and Sunder
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<blockquote data-quote="fissionessence" data-source="post: 4677952" data-attributes="member: 63357"><p>Tables that could be useful for this purpose exist on page 185 of the DMG. What I'll probably do, though, is just reduce whatever dice the monster would use to d4s, and keep the same damage bonus. If the power dealt 1d6+2, it now deals 1d4+2. If it dealt 2d12+18, it now deals 2d4+18. If it dealts 3d4+6, well . . . I'll improvise. Maybe 3d2+6 damage.</p><p></p><p>I'll bring this up to my players to see if they want to use this system, but I like it not so much for the new maneuvers, but rather for the critical fumble penalty. It doesn't do too much on its own, but it gives enemies (of the fumbler) a chance to take advantage of it (at the cost of using their own powers).</p><p></p><p>Two changes I'll likely make:</p><p> · When you fumble, you can't spend the minor action to recover until your next turn.</p><p> · When you <em>minor feint</em>, the target becomes imbalanced to you only. This prevents (IMO) a lot of the issues others were bringing up, like with solo monsters. Now the rogue can't feint, then have the fighter sunder or something like that. The rogue can feint, then spend an action point to trip or whatever, but I don't see that being overpowered (though it does steer the player away from his rogue powers a bit). </p><p></p><p>These changes emphasize on my goal of penalizing the critical fumble rather than supporting 3.5's combat tricks.</p><p></p><p>~</p></blockquote><p></p>
[QUOTE="fissionessence, post: 4677952, member: 63357"] Tables that could be useful for this purpose exist on page 185 of the DMG. What I'll probably do, though, is just reduce whatever dice the monster would use to d4s, and keep the same damage bonus. If the power dealt 1d6+2, it now deals 1d4+2. If it dealt 2d12+18, it now deals 2d4+18. If it dealts 3d4+6, well . . . I'll improvise. Maybe 3d2+6 damage. I'll bring this up to my players to see if they want to use this system, but I like it not so much for the new maneuvers, but rather for the critical fumble penalty. It doesn't do too much on its own, but it gives enemies (of the fumbler) a chance to take advantage of it (at the cost of using their own powers). Two changes I'll likely make: · When you fumble, you can't spend the minor action to recover until your next turn. · When you [I]minor feint[/I], the target becomes imbalanced to you only. This prevents (IMO) a lot of the issues others were bringing up, like with solo monsters. Now the rogue can't feint, then have the fighter sunder or something like that. The rogue can feint, then spend an action point to trip or whatever, but I don't see that being overpowered (though it does steer the player away from his rogue powers a bit). These changes emphasize on my goal of penalizing the critical fumble rather than supporting 3.5's combat tricks. ~ [/QUOTE]
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