Thanks for all your replies!
Ulorian said:
In your first post, you were OK with modifiers. Have you changed your mind?
No, not really. I was always prepared to include some modifiers where necessary, especially when it comes to size differences. But for ease of play I'd prefer them to be used in conjunction with just
one mechanic. But I may have to abandon this stance; more on this below.
Ulorian said:
So you don't like Caine's effects for failure when attempting these combat maneuvers, thinking they add too much complexity...
Yeah, because in reality they are just AoO's of another name. Obviously they don't work the same way (only comming into play if you fail your check), but they still have the possibilty of giving someone an action out of turn, which is something I'm looking to eliminate with the removal of AoO's.
Ulorian said:
I don't like absolutely restricting characters from doing anything; I like to apply a restricted chance of performing the action instead. In light of that, how about a -4 to the action if you don't have the feat (the feat removes the penalty)?
It seems that this is a reply to my question in the thread's first post? I'm sorry if I was unclear, but when I tried to direct attention to the 2 questions in 'my previous post', I was referring to post #17. I'm no longer contemplating the requirement of a feat to try these actions, as I agree with you that they should be open to all.
knifespeaks said:
1. Those skills are probably balanced - but no AoO's might make spell users more prone to combat cast, so you might need to address that specific circumstance (?)
I have already addressed the spellcasting issue (as well as reach weapons) in an AoO free environment, but I'd rather not get into that in this thread
fuindordm said:
1. In a game with no AoOs these maneuvers are essentially consequence-free. You give up the chance to to damage in exchange for a chance to put your foe at an immense tactical disadvantage (no weapon, on the floor, falling into a pit, etc.) They are therefore too easy, and should have a low chance of success.
I guess my lacking experience with these special moves makes it hard for me to see how devastating they can be. In my mind, I see them being more of a nuisance than leading to 'an immense tactical disadvantage'. As I've noted earlier, the absence of AoO's will also make it easier to overcome being disarmed or tripped. But I'm very interested in hearing if the general consensus is that a 50% consequence-free chance against someone of equal skill makes these too easy.
fuindordm said:
2. Yes, I think an opposed attack roll would work. But there are situations where it doesn't make sense; some strength maneuvers can be just as easily opposed by quick reflexes or redirection as by equal and opposite force. I don't want to see the swashbucklers and rogues getting nerfed by a too-simple mechanic. You also have to consider whether weapon bonuses add to the roll--sometimes it makes sense, and sometimes it doesn't.
I've given this some more thought, and I think I'll concede this point. Regarding weapon bonuses, I think they logically have to apply to sunder and disarm checks. See the following post for full write-ups.