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Why I'm not worried about Fighter "options"
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<blockquote data-quote="Remathilis" data-source="post: 5964422" data-attributes="member: 7635"><p>A maneuver is something the character knows he can do. For example, if he does "Come and Get It" he KNOWS he shouted at his foes, who charged him and got administered a good whacking. He could try it again next round, but it won't work. He could try it EVERY round for the rest of combat, and it will never work again. The "magic" of the moment is lost. Until he rests. Then the next time he gets into a fight, he can shout and watch his foes run up for a good whacking, then never pull the stunt again until he rests. </p><p></p><p>Such a maneuver defines the character's action. He shouted and enemies ran, and he whacked them. Something like Power Strike, which doesn't define an action per se (its not a specific maneuver, just an adjunct to an attack) and it just means your next attack hit a little harder than normal. The PC didn't do anything more special than swing his sword, but the player calls for a bigger hit and the PC gets a benefit: delivers a solid blow, hits a weak spot, whatever. </p><p></p><p>I don't want limited abilities tied to specific attacks (I can use a maneuver to trip an opponent, but only 1/encounter) but I don't mind riders to attacks (I take a penalty to hit, but if I hit I get a free chance to knock prone along with damage).</p></blockquote><p></p>
[QUOTE="Remathilis, post: 5964422, member: 7635"] A maneuver is something the character knows he can do. For example, if he does "Come and Get It" he KNOWS he shouted at his foes, who charged him and got administered a good whacking. He could try it again next round, but it won't work. He could try it EVERY round for the rest of combat, and it will never work again. The "magic" of the moment is lost. Until he rests. Then the next time he gets into a fight, he can shout and watch his foes run up for a good whacking, then never pull the stunt again until he rests. Such a maneuver defines the character's action. He shouted and enemies ran, and he whacked them. Something like Power Strike, which doesn't define an action per se (its not a specific maneuver, just an adjunct to an attack) and it just means your next attack hit a little harder than normal. The PC didn't do anything more special than swing his sword, but the player calls for a bigger hit and the PC gets a benefit: delivers a solid blow, hits a weak spot, whatever. I don't want limited abilities tied to specific attacks (I can use a maneuver to trip an opponent, but only 1/encounter) but I don't mind riders to attacks (I take a penalty to hit, but if I hit I get a free chance to knock prone along with damage). [/QUOTE]
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Why I'm not worried about Fighter "options"
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