In the spirit of people complaining that fighter's need a boost, I present the following. I have no doubt that this won't settle anything because, after all, I'm posting this on enWorld. Similarly, I'm certain many people will say this either goes too far, or doesn't go far enough. However, I believe this is a simple way to give martials the ability to be more impactful during combat, as well as to encourage more creative and engaging combats for people who don't have access to magic.
Universal Creative Combat Maneuver System (UCCMS)
Step 1: Attack roll vs. target – if successful, continue to Step 2.
Step 2: Target makes a save vs. the relevant DC (8 + proficiency + relevant modifier) – if target fails, continue to Step 3.
Step 3: Target suffers the relevant effect for a number of rounds equal to the attacker’s proficiency bonus. They may make another by spending their action to end the effect if the DM determines that is possible. The target makes a new save at the end of each of their turns to end the effect.
Step 1: The PC makes a normal attack roll vs. the target – it benefits from anything and everything that would normally add to an attack roll. The DM will determine whether this attack does damage based on the context of the situation.
Example: The PC wants to strike a gnoll with their weapon in such a way that it hinders/slows its movement. If the attack roll is successful, this would do damage. Conversely, if a PC wanted to throw sand into the eyes of a gladiator to blind them, this would likely not do damage.
Step 2: If the PC’s attack hits, the target must make an appropriate saving throw vs. a DC based on the attacker’s relevant ability modifier. Fighters always include their proficiency bonus in this calculation. The attribute added is based on the situation or context of the maneuver.
Example: A Fighter attempts to goad an ogre into attacking them. In this case, rather than make an attack roll, the Fighter would spend an action to accomplish this maneuver and go directly to the 2nd step. In this case, the DC would be calculated based on the Fighter’s Charisma, and the Ogre would save using their Wisdom ability modifier. If a Fighter wanted to shoot a wand out of a wizard’s hand, the DC would instead be calculated based on the Fighter’s Dexterity, and the wizard would save using their Dexterity or Strength modifier.
Step 3: If the target fails their save, they suffer the intended effect for a number of rounds equal to the Fighter’s proficiency bonus. At the end of each of the target’s turns, they make another save to see if they end the condition. This will not always be relevant for certain maneuvers, such as shoves, knockdowns, disarming, etc. If reasonable, the target may use their action to attempt to end the condition by making the save.
Universal Creative Combat Maneuver System (UCCMS)
Step 1: Attack roll vs. target – if successful, continue to Step 2.
Step 2: Target makes a save vs. the relevant DC (8 + proficiency + relevant modifier) – if target fails, continue to Step 3.
Step 3: Target suffers the relevant effect for a number of rounds equal to the attacker’s proficiency bonus. They may make another by spending their action to end the effect if the DM determines that is possible. The target makes a new save at the end of each of their turns to end the effect.
Step 1: The PC makes a normal attack roll vs. the target – it benefits from anything and everything that would normally add to an attack roll. The DM will determine whether this attack does damage based on the context of the situation.
Example: The PC wants to strike a gnoll with their weapon in such a way that it hinders/slows its movement. If the attack roll is successful, this would do damage. Conversely, if a PC wanted to throw sand into the eyes of a gladiator to blind them, this would likely not do damage.
Step 2: If the PC’s attack hits, the target must make an appropriate saving throw vs. a DC based on the attacker’s relevant ability modifier. Fighters always include their proficiency bonus in this calculation. The attribute added is based on the situation or context of the maneuver.
10 + Proficiency Modifier + Relevant Ability Modifier = Maneuver DC
Example: A Fighter attempts to goad an ogre into attacking them. In this case, rather than make an attack roll, the Fighter would spend an action to accomplish this maneuver and go directly to the 2nd step. In this case, the DC would be calculated based on the Fighter’s Charisma, and the Ogre would save using their Wisdom ability modifier. If a Fighter wanted to shoot a wand out of a wizard’s hand, the DC would instead be calculated based on the Fighter’s Dexterity, and the wizard would save using their Dexterity or Strength modifier.
Step 3: If the target fails their save, they suffer the intended effect for a number of rounds equal to the Fighter’s proficiency bonus. At the end of each of the target’s turns, they make another save to see if they end the condition. This will not always be relevant for certain maneuvers, such as shoves, knockdowns, disarming, etc. If reasonable, the target may use their action to attempt to end the condition by making the save.