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General Tabletop Discussion
*Pathfinder & Starfinder
When to use the "special" attacks?
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<blockquote data-quote="DanMcS" data-source="post: 725713" data-attributes="member: 6530"><p>I think they're fun, so I use them. I played a swashbuckling game one-shot at the Ohio game day, and won initiative versus the guy I was dueling, so the first thing I did was disarm him and kick his rapier into a nearby river channel. The fight was pretty much a foregone conclusion after that. Both of those characters were 8th levelish, but I don't think they had any enabling feats.</p><p></p><p>In our weekly d20 modern game, my character wandered into an ambush of werewolves, and was unarmed. Couldn't hurt them at all with a punch (stupid modern subdual rules), and they were trying to kidnap the NPC, so I was reduced to bull-rushing, tripping, and tumbling, trying to escape and get help, or at least get my gun from my car. It almost worked, too, and that character was only 3rd level, miserable BAB, no helpful feats.</p><p></p><p>Um, let's see, in our Mutants and Masterminds game, I couldn't seem to affect this villain, he was too hard to damage, so tripping him meant someone else could get prone attacks on him, that worked pretty well actually. He ran, so I used another special maneuver, a ram. In MnM, you can add half the distance you move to your damage if you're charging (it's a superhero game, that's what superheroes do). So I rammed him into the wall, full power attack too, and flattened him with one hit. Then I had to see if I knocked myself silly with the ram, and I did, but I was fine with that. It was swell.</p><p></p><p>In short, combat maneuvers are fun, flavorful, less fattening, and all around tasty.</p></blockquote><p></p>
[QUOTE="DanMcS, post: 725713, member: 6530"] I think they're fun, so I use them. I played a swashbuckling game one-shot at the Ohio game day, and won initiative versus the guy I was dueling, so the first thing I did was disarm him and kick his rapier into a nearby river channel. The fight was pretty much a foregone conclusion after that. Both of those characters were 8th levelish, but I don't think they had any enabling feats. In our weekly d20 modern game, my character wandered into an ambush of werewolves, and was unarmed. Couldn't hurt them at all with a punch (stupid modern subdual rules), and they were trying to kidnap the NPC, so I was reduced to bull-rushing, tripping, and tumbling, trying to escape and get help, or at least get my gun from my car. It almost worked, too, and that character was only 3rd level, miserable BAB, no helpful feats. Um, let's see, in our Mutants and Masterminds game, I couldn't seem to affect this villain, he was too hard to damage, so tripping him meant someone else could get prone attacks on him, that worked pretty well actually. He ran, so I used another special maneuver, a ram. In MnM, you can add half the distance you move to your damage if you're charging (it's a superhero game, that's what superheroes do). So I rammed him into the wall, full power attack too, and flattened him with one hit. Then I had to see if I knocked myself silly with the ram, and I did, but I was fine with that. It was swell. In short, combat maneuvers are fun, flavorful, less fattening, and all around tasty. [/QUOTE]
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When to use the "special" attacks?
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