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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Uses for Bullrush
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="Stalker0" data-source="post: 378307" data-attributes="member: 5889"><p>Inspired by another thread, I've spent a lot of time doing DND combat strategy with tactics like disarm and bullrush. I thought I'd post some of my ideas here for people to discuss. Most of them require a little flexiblility in the rules, not usually a house rule but a little interpertation.</p><p></p><p>1) Moving people around. There's nothing in the rules that says you can only bullrush your enemies. Bullrushing your friends into place is a great way to get the power where you need it. For instance, moving your slow initiative fighter into position so he gets a full attack on his next round instead of just a move and a attack. How I rule this one.</p><p></p><p>You begin the bullrush, either with a charge or a 5foot step as normal. Your friend obviously takes no AOO. Then you roll opposed checks as normal, to represent you still got to move a big guy around the board. I rule the figher's strength as a -5 in this instance (precedented just like a -5 dex when a character is helpful and hence not resisting. Also since a -5 means a paralysed person, it would be equivalent to dragging a carcass around, which is a good approximation of the situation). Then the roll lets you know how far you can move him. With average rolls for both, your probably going to get around 11-12 feet, unless the barb is doing it.</p><p></p><p>This also lets a character obtain a greater speed in a round and get into a better position.</p><p></p><p>2) Get a friend out of danger. As most know, the real danger of a monster is not in one attack but in its full attack action. So while a rogue, bard, or wizard may be okay for that one attack, through 3 or 4 they will probably be dead. So here's where this situation comes in handy. The wizard comes in an drops an inflict critical wounds. GOOD FOR HIM!!! now he's toast. But our burly fighter who's been fighting nearby, comes to the rescue. He moves in to bullrush the wizard (either by readied action, or delayed inititiate or whatever) He takes an AOO from the monster as he does this, gets the wizard out of the way. If the monster has Combat Ref, the wizard will take an AOO as well, but one attack is better than 3.</p><p></p><p>3) Knocking a guy prone: This one requires a more liberal interpretation of the rules. Bull rush rules state that if you lose the bullrush, and get knocked back into an occupied square, then you fall prone in that square. Okay makes sense. Well then, if I bullrush the enemy into a square that's occupied, he should also fall prone. A great way to trip up guys when you don't have a trip weapon, and you don't want to deal with that high dex check.</p><p></p><p>4) Knocking a guy off balance: Okay this one requires a house rule. There is a section under combat modifiers: pg. 132 table 8-8 of the ph that has a listing for off balance. I've always house ruled that when a guy has been bull rushed he is off balance until his next round. I mean, if you get knocked back by a guy, your not going to be right on your feet. In that case, he loses his dex bonus, and if vulnerable to sneak attack and the like.</p><p></p><p>I've got others, but I'll start with these and see if it sparks any interest or rules debates.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 378307, member: 5889"] Inspired by another thread, I've spent a lot of time doing DND combat strategy with tactics like disarm and bullrush. I thought I'd post some of my ideas here for people to discuss. Most of them require a little flexiblility in the rules, not usually a house rule but a little interpertation. 1) Moving people around. There's nothing in the rules that says you can only bullrush your enemies. Bullrushing your friends into place is a great way to get the power where you need it. For instance, moving your slow initiative fighter into position so he gets a full attack on his next round instead of just a move and a attack. How I rule this one. You begin the bullrush, either with a charge or a 5foot step as normal. Your friend obviously takes no AOO. Then you roll opposed checks as normal, to represent you still got to move a big guy around the board. I rule the figher's strength as a -5 in this instance (precedented just like a -5 dex when a character is helpful and hence not resisting. Also since a -5 means a paralysed person, it would be equivalent to dragging a carcass around, which is a good approximation of the situation). Then the roll lets you know how far you can move him. With average rolls for both, your probably going to get around 11-12 feet, unless the barb is doing it. This also lets a character obtain a greater speed in a round and get into a better position. 2) Get a friend out of danger. As most know, the real danger of a monster is not in one attack but in its full attack action. So while a rogue, bard, or wizard may be okay for that one attack, through 3 or 4 they will probably be dead. So here's where this situation comes in handy. The wizard comes in an drops an inflict critical wounds. GOOD FOR HIM!!! now he's toast. But our burly fighter who's been fighting nearby, comes to the rescue. He moves in to bullrush the wizard (either by readied action, or delayed inititiate or whatever) He takes an AOO from the monster as he does this, gets the wizard out of the way. If the monster has Combat Ref, the wizard will take an AOO as well, but one attack is better than 3. 3) Knocking a guy prone: This one requires a more liberal interpretation of the rules. Bull rush rules state that if you lose the bullrush, and get knocked back into an occupied square, then you fall prone in that square. Okay makes sense. Well then, if I bullrush the enemy into a square that's occupied, he should also fall prone. A great way to trip up guys when you don't have a trip weapon, and you don't want to deal with that high dex check. 4) Knocking a guy off balance: Okay this one requires a house rule. There is a section under combat modifiers: pg. 132 table 8-8 of the ph that has a listing for off balance. I've always house ruled that when a guy has been bull rushed he is off balance until his next round. I mean, if you get knocked back by a guy, your not going to be right on your feet. In that case, he loses his dex bonus, and if vulnerable to sneak attack and the like. I've got others, but I'll start with these and see if it sparks any interest or rules debates. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Uses for Bullrush
Top