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Why is "OSR style" D&D Fun For You?
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<blockquote data-quote="Mannahnin" data-source="post: 9082409" data-attributes="member: 7026594"><p>Yeah, this is definitely one of the eternal issues with old school D&D. How to give people who play Fighters more interesting choices in combat without creating a big weight of complicated rules for combat maneuvers (like in 3E, say).</p><p></p><p>DCC gives us one approach, with Mighty Deeds, though that still requires a lot of creativity and a fair amount of DM judgement.</p><p></p><p>Lamentations of the Flame Princess gives Fighters, Dwarves and Elves two simple options- to fight aggressively and get +2 TH at the cost of -4AC, or fight defensively and get +2AC at the cost of -4 TH.</p><p></p><p>Another light house rule I've seen (first in the Black Pudding zine, IIRC) is just to let Fighters and Fighter-types declare a special maneuver whenever they roll a Nat 20- knock the enemy prone, push them off a ledge, disarm them, pin them to the wall with an arrow, etc. Optionally granting a saving throw to the bad guy to avoid if it's something really powerful which would end the fight. Of course this one doesn't give you a cool choice except WHEN you roll a Nat 20, so maybe one could make it more accessible by, say, allowing such maneuvers to be declared at a -4 TH or something, and succeed on a hit (with Nat 20s always hitting, of course).</p></blockquote><p></p>
[QUOTE="Mannahnin, post: 9082409, member: 7026594"] Yeah, this is definitely one of the eternal issues with old school D&D. How to give people who play Fighters more interesting choices in combat without creating a big weight of complicated rules for combat maneuvers (like in 3E, say). DCC gives us one approach, with Mighty Deeds, though that still requires a lot of creativity and a fair amount of DM judgement. Lamentations of the Flame Princess gives Fighters, Dwarves and Elves two simple options- to fight aggressively and get +2 TH at the cost of -4AC, or fight defensively and get +2AC at the cost of -4 TH. Another light house rule I've seen (first in the Black Pudding zine, IIRC) is just to let Fighters and Fighter-types declare a special maneuver whenever they roll a Nat 20- knock the enemy prone, push them off a ledge, disarm them, pin them to the wall with an arrow, etc. Optionally granting a saving throw to the bad guy to avoid if it's something really powerful which would end the fight. Of course this one doesn't give you a cool choice except WHEN you roll a Nat 20, so maybe one could make it more accessible by, say, allowing such maneuvers to be declared at a -4 TH or something, and succeed on a hit (with Nat 20s always hitting, of course). [/QUOTE]
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