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Punch, Kick, Trip, Pummel Bash for Fighters
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<blockquote data-quote="bbjore" data-source="post: 5500929" data-attributes="member: 27539"><p>At first glance the fact that they're minor actions would make them far to powerful to be given out for free, you're effectively adding multiple attacks per turn and per encounter without any cost to the character. I'd also be cautious about giving out the ability to stun for free as well. If you slot them as actual encounter power that could be picked in lieu of other class encounter abilities then I think they might work better. Just make sure the status effect could be found at that level. For instance you might want to wait on the stun until level 17. Also, some of your players might not like the fact that they're Dexterity based as well since it benefits some builds more than others.</p><p></p><p>If what you're trying to do is model some new basic combat maneuvers you might want to consider incentivizing improvised attacks or even allowing a player to alter a melee basic attack in some manner. In my game I made a brawler feat which grants a +2 prof. bonus and 1d6 damage to improvised attacks (including punches, head buts, kicks, pommel attacks...). This lead to an increase in those sort of maneuvers since they were now viable with inherent bonuses rules. Your post has caused me to consider allowing any class to modify a melee basic attack if they're trained in some skill. For instance, if you're trained in Athletics, you could forgo 1[W] damage with a melee basic attack to knock the target prone with an unarmed attack, or if your trained in acrobatics you could forgo 1[W] damage to make kick that causes the target to grant CA or possibly even daze.</p><p></p><p>If you like the idea of a minor action attack, just make it a power like I mentioned above, or add a cost by requiring a feat. A minor action attack the does little or no damage but has an additional effect for the cost of a feat might make a nice addition to the game. I'd probably tie it to skill training rather than a specific class or ability though, so no one class feels left out. A warden would probably like to shield bash as well.</p><p></p><p>Last, another way to approach the idea is that these things are already happening and refluff existing powers. For instance I always describe cleave as the fighter stabbing one opponent and punching another. </p><p></p><p>Just some thoughts on alternate ways to approach your problem. I like the idea of trying to add a little extra flash to an encounter.</p></blockquote><p></p>
[QUOTE="bbjore, post: 5500929, member: 27539"] At first glance the fact that they're minor actions would make them far to powerful to be given out for free, you're effectively adding multiple attacks per turn and per encounter without any cost to the character. I'd also be cautious about giving out the ability to stun for free as well. If you slot them as actual encounter power that could be picked in lieu of other class encounter abilities then I think they might work better. Just make sure the status effect could be found at that level. For instance you might want to wait on the stun until level 17. Also, some of your players might not like the fact that they're Dexterity based as well since it benefits some builds more than others. If what you're trying to do is model some new basic combat maneuvers you might want to consider incentivizing improvised attacks or even allowing a player to alter a melee basic attack in some manner. In my game I made a brawler feat which grants a +2 prof. bonus and 1d6 damage to improvised attacks (including punches, head buts, kicks, pommel attacks...). This lead to an increase in those sort of maneuvers since they were now viable with inherent bonuses rules. Your post has caused me to consider allowing any class to modify a melee basic attack if they're trained in some skill. For instance, if you're trained in Athletics, you could forgo 1[W] damage with a melee basic attack to knock the target prone with an unarmed attack, or if your trained in acrobatics you could forgo 1[W] damage to make kick that causes the target to grant CA or possibly even daze. If you like the idea of a minor action attack, just make it a power like I mentioned above, or add a cost by requiring a feat. A minor action attack the does little or no damage but has an additional effect for the cost of a feat might make a nice addition to the game. I'd probably tie it to skill training rather than a specific class or ability though, so no one class feels left out. A warden would probably like to shield bash as well. Last, another way to approach the idea is that these things are already happening and refluff existing powers. For instance I always describe cleave as the fighter stabbing one opponent and punching another. Just some thoughts on alternate ways to approach your problem. I like the idea of trying to add a little extra flash to an encounter. [/QUOTE]
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Punch, Kick, Trip, Pummel Bash for Fighters
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