Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Streamlining advanced combat actions
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Caine Freerover" data-source="post: 1835947" data-attributes="member: 25319"><p>I think these manoeuvers are something you attempt only if you're very good at them. For me a 50% chance of success is not enough, unless the payoff is very large. </p><p></p><p>All of these manoeuvers require a standard action, and cannot normally be combined with another weapon attack. (Natural attacks can be added at the usual -5 penalty, however.) If a character uses a full-round action instead of a standard action, they get a +2 to the opposed roll.</p><p></p><p>Here are some simpler versions that anyone can use that avoid the AoO construct.</p><p></p><p>Bull rush, trip, and disarm also carry a size modifier; if the opponent is one size larger than you then you get a -4 to your roll, and if they're one size smaller you get a +4 to your roll. You can't attempt these on someone two or more size categories different from you.</p><p></p><p>Bull rush: </p><p>You and your opponent roll d20+BAB+Str, if you win you push them back 1' per point of difference between the rolls, rounded up to the nearest 5' interval, to the limit of your normal move. </p><p>If you fail by more than 5, your opponent gets a free attack on you.</p><p></p><p>Trip: </p><p>You roll d20+BAB+Str, and your opponent rolls d20+BAB+(Str or Dex) (whichever is</p><p>more favorable). If you succeed then your opponent falls prone.</p><p>If you fail by more than 5 you fall prone. If you are using a weapon with a trip bonus, you may choose to drop the weapon rather than falling prone.</p><p></p><p>Disarm: </p><p>You and your opponent roll d20+BAB+Dex. If you succeed then your opponent drops his weapon. If the defender is using a 2-handed weapon they get a +4 to their roll.</p><p>If you fail by more than 5, you must drop your weapon.</p><p></p><p>Feint:</p><p>You roll d20+BAB+Cha, and your oppenent rolls d20+BAB+Wis. If you succeed then</p><p>you have lured your opponent into following a pattern of attacks that gives you an advantage; in the following round they are denied their Dex bonus to AC.</p><p>If you fail by more than 5, then your next attack automatically misses.</p><p></p><p></p><p>Feats:</p><p></p><p>Improved Bull Rush, Improved Trip, Improved Disarm, and Improved Feint all simply add +4 to your roll.</p></blockquote><p></p>
[QUOTE="Caine Freerover, post: 1835947, member: 25319"] I think these manoeuvers are something you attempt only if you're very good at them. For me a 50% chance of success is not enough, unless the payoff is very large. All of these manoeuvers require a standard action, and cannot normally be combined with another weapon attack. (Natural attacks can be added at the usual -5 penalty, however.) If a character uses a full-round action instead of a standard action, they get a +2 to the opposed roll. Here are some simpler versions that anyone can use that avoid the AoO construct. Bull rush, trip, and disarm also carry a size modifier; if the opponent is one size larger than you then you get a -4 to your roll, and if they're one size smaller you get a +4 to your roll. You can't attempt these on someone two or more size categories different from you. Bull rush: You and your opponent roll d20+BAB+Str, if you win you push them back 1' per point of difference between the rolls, rounded up to the nearest 5' interval, to the limit of your normal move. If you fail by more than 5, your opponent gets a free attack on you. Trip: You roll d20+BAB+Str, and your opponent rolls d20+BAB+(Str or Dex) (whichever is more favorable). If you succeed then your opponent falls prone. If you fail by more than 5 you fall prone. If you are using a weapon with a trip bonus, you may choose to drop the weapon rather than falling prone. Disarm: You and your opponent roll d20+BAB+Dex. If you succeed then your opponent drops his weapon. If the defender is using a 2-handed weapon they get a +4 to their roll. If you fail by more than 5, you must drop your weapon. Feint: You roll d20+BAB+Cha, and your oppenent rolls d20+BAB+Wis. If you succeed then you have lured your opponent into following a pattern of attacks that gives you an advantage; in the following round they are denied their Dex bonus to AC. If you fail by more than 5, then your next attack automatically misses. Feats: Improved Bull Rush, Improved Trip, Improved Disarm, and Improved Feint all simply add +4 to your roll. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Streamlining advanced combat actions
Top