| Post/Author/DateTime | Post |
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| BladeMage_101-30-06, 07:49 PM | Has anyone desired more advanced combat actions to put into play in your games? I was posting a concern of mine in the future supplements section about 'what I'd love to see', about more tips and options in combat. I run a game where my players don't know too much about combat actions, and I'd like to open more options up to them to make combat scenes more cinematic. I would like to address these issues (most to least): 1. More unnarmed (or improv) combat mixed in with weapon fighting. Sounds strange, but if you think about it, in a lot of films we see two guys dueling with swords that use their unnarmed strikes when they see an opening they can't aknowledge with their sword. I'd like to put this in some rule fashion. 2. More use with characters' enviroments. A bar is a great example. How or what rules do you use when someone gets thrown through a table or slid down the counter and into someone's booth? How about getting choked with a stool or piledrived into a chair? If anyone does have any ideas, let me know. 3. Realistic dueling: When you duel you retreat when on the defense or advanse when pressing the attack. I'd like to see rules for this. |
| Surgo01-30-06, 08:41 PM | I generally do #1 in combat as a flavor thing anyway. If you can divorce yourself from the idea that you don't have two guys standing in place swinging at each other once (or 2-4 times) every six seconds, this works out pretty well. A low damage roll can be a parried swing, but maybe you take the opportunity while the sword is pinned to deliver a cracking punch to your opponent's face? If you charge and trip someone with a weapon, maybe you slam into them and overbalance them, then send them sprawling by having your leg or weapon be behind theirs at the time. Be flashy, be cool! Hell, you don't even have to call your 2d6 19-20/x2 weapon a greatsword! #2 is a bit tougher, though. If anyone has any ideas I'd love to see them. I believe that #3 is adequately covered by the 5' squares, actually, though maybe 5' is cutting it a bit short. |
| BladeMage_102-03-06, 04:26 PM | I believe that #3 is adequately covered by the 5' squares, actually, though maybe 5' is cutting it a bit short. I don't quite understand what you mean by this. What I'm trying to come up with is a way to make melee fighting more 'realistic'. Usually two people won't fight 5' away from each other untill the death, they move around, one advances, the other falls back, then the tables turn, etc. Here is a link for some stuff I provided on this a few months ago. It's for the SWRPG but it is exactly the same for D&D. Cinematic Duels (http://boards1.wizards.com/showthread.php?t=530562) |
| Darien_CR02-03-06, 04:46 PM | 1. More unnarmed (or improv) combat mixed in with weapon fighting. Sounds strange, but if you think about it, in a lot of films we see two guys dueling with swords that use their unnarmed strikes when they see an opening they can't aknowledge with their sword. I'd like to put this in some rule fashion. I also thought of that, and included in my Book of Ki (http://boards1.wizards.com/showthread.php?t=562145) a feat related to that specific issue as well as other feats that emulate cinematic actions I saw in recent movies. EXTRA BLOW [GENERAL] You can add an unarmed attack to your attack sequence. Prerequisite: Base attack bonus +1, Unarmed Strike. Benefit: You can get one additional unarmed attack per round when using the full attack action with a melee weapon. This attack is at your highest base attack bonus, but each attack you make in that round (the additional one and the normal ones) takes a -1 penalty. This feat does not stack with the monk’s flurry of blows ability. |
| Thelon Fairblade02-03-06, 05:05 PM | Check out Iron Heroes by Malhavoc Press (Monte Cook's company). It has rules for combat challenges (taking -2, -4, or -6 to attack or defense for a reasonable improvement elsewhere); these tend to be on the line with nrmal combat feats, but a bit less efficient... like -4 to hit, +3 damage with 1 swing (wild swing), or -2 AC for +1 DR (roll with the blow), or -6 to hit, but a hit forces the foe back 5' into a square you choose. But more importantly, it has combat STUNTs, which is where you use a skill check based on a snazzy move or taking advantage of the environment. You are opposed by the target's skill check or BAB check. The harder your stunt is to accomplish (i.e. penalties or higher DC), the more impact you get (or inflict). For example, swinging on the chandelier to get across the room faster (+5' or +10' movement) is a Climb or Balance or Tumble check (DM's call), of DC 15 or 25; kicking a loose bucket into your foe's gut, to throw him off balance for an ally's strike (i.e. deny him the DEx to AC bonus, so ally gets Sneak Attack) might be a contest between your BLUFF and his Sense Motive (or maybe Spot, to realize what you're setting him up for). Warriors tend to do better with combat Challenges, skill monkeys do better with combat stunts. Regardless it has a very nice set of guidelines, rules, and examples for making things more active and cinematic, in a balanced fashion. |
| mvincent02-03-06, 05:29 PM | 1. More unnarmed (or improv) combat mixed in with weapon fighting. Sounds strange, but if you think about it, in a lot of films we see two guys dueling with swords that use their unnarmed strikes when they see an opening they can't aknowledge with their sword. I'd like to put this in some rule fashion.Remind players that anyone can add an off-hand attack even with their hands full (by using elbow, foot, etc.). At higher levels, against foe with low AC's, there is no reason not to add this. It's even allowed while wielding a two-handed weapon. 2. More use with characters' enviroments. A bar is a great example. How or what rules do you use when someone gets thrown through a table or slid down the counter and into someone's booth? How about getting choked with a stool or piledrived into a chair? If anyone does have any ideas, let me know.I normally let the players describe their actions anyway they wish, but then use the simplest rules to resolve it. If player could have simply moved next to an opponent and attacked him, I treat it as such even though the player describes it as swinging across the room on a chandalier and kicking the person at the end of a the swing. He still might have to make some tumbling rolls to avoid some AoO's though. I once listed various locations, stunts and mechanics for GURPS, but you could still look at this page (http://www.geocities.com/geowars/gurps/locations.htm) to get ideas for your own D&D game. 3. Realistic dueling: When you duel you retreat when on the defense or advanse when pressing the attack. I'd like to see rules for this.The rules already assume some movement (even though it's not represented on the grid), plus players always have that free 5' step each to turn. Have your NPC's retreat each turn... your player will have to advance each turn, and may start using the trick himself sometimes. |
| Phoenix Knight02-03-06, 09:58 PM | EXTRA BLOW [GENERAL] You can add an unarmed attack to your attack sequence. Prerequisite: Base attack bonus +1, Unarmed Strike. Benefit: You can get one additional unarmed attack per round when using the full attack action with a melee weapon. This attack is at your highest base attack bonus, but each attack you make in that round (the additional one and the normal ones) takes a -1 penalty. This feat does not stack with the monk’s flurry of blows ability. You can accomplish this with TWF, already. Granted, that applies a bigger penalty and you deal only 1/2 str bonus, but it can still be worthwhile. If you wield a weapon two-handed, you can release your grip temporarily to punch, or kick, etc. Your way would allow you to combine with TWF, which could potentially generate too many attacks. Of course, that's your call. I also second Thelon's recommendation of Iron Heroes. |
| willpower02-04-06, 07:44 AM | Not sure if anything is needed really. When I first read this, I thought you might be right, but the more I thought about it, the more I thought not. Here is why. As for moving you can easily show the players in your game the benefit of moving, simply by having your villains do it. (Hero is fighting Villain. Villain swings, and steps back 5 feet. Hero follows and swings, though doesn't see much point in moving, but in order to get to attack moves up anyway. Villain then continues to move back, baiting the Hero the whole way to a more advantageous spot to fight. (ala Darth Mauls tactics as you geniously pointed out.) As for the advantage that could be a number of things. Higher ground gaining a circumstance bonus to attack rolls and/or AC, Through a doorway where 2 rogue accomplices are set up perfectly to flank, or maybe around a corner, setting the Hero up for a great Bull Rush to knock him off a cliff. As for moving forward again, there is a point if the hero doesn't move to catch the Villain, although if he doesn't then the Villain is set up for a easy withdrawal to the foresaid more advantageous place. As for hitting unarmed, that could be as simple as tactics too. Though it wouldn't work unless the Character had Unarmed Strike generally, though you could provide as a house rule the use of unarmed strikes not provoking AAO's in the right circumstance, such as pulling off a Feint. The Villain again fighting the Hero, is having trouble hitting him, so he swings high, forcing the neccessary parry (Which is there, but just generally glossed over as part of your AC), makes his bluff roll to set up for a punch. (Since Imp. Unarmed Strike makes the fist a weapon this can be done, and with the house rule you could allow it anyway) The punchis now a surprise attack. Thus the Hero is now flatfooted, which is really good if the villain is a rogue, but still is good if he is not as he now does not get his Dex bonus, allowing the villain to hit where he might not have. A. |
| elven warriorXX02-04-06, 09:53 PM | Working on something like this for my Big Book Of Variant rules coming out in a month or so (It will be posted on the forums :) No charge). You will just have to wait to see. |
| 2010200002-05-06, 09:36 AM | The book you want is The book of iron might, bu mike mearls. Which gives you all the stunks, combat actions and manuvers , plus how to build your own. |
| BladeMage_102-05-06, 12:50 PM | Sometime soon, I'm going to make another thread devoted to combat maneuvers. I just thought of it, like an hour ago. They are pretty much like moves you do in video games, only there will be a lot of them. They work like feats, in that you must meet prerequsites to perform them. However, these maneuvers will not be like feats in that you choose each one. It'll work like this: There will be four categories of Maneuvers: Basic (everyone knows), Simple, Advanced, and Masterful. Every class will have a progression that matches their combat abilities. Fighters will attain the more complex manuevers before any other class, while wizards will most likely be last to attain them. On your turn, you decide what maneuvers you will perform (if any). A Basic maneuver is just a regular attack, which can be described as a simple swing or shot. Simple maneuvers bring weaponplay to the table, where you start to use skill and a tactical approach in your attacks. Advanced maneuvers offer more tricky weaponplay, and Masterful maneuvers are a spectacle. I'm just starting on the idea, I hope I can complete it soon, so I can pitch it up and get contributing for people who want more than flavor. |
| elven warriorXX02-05-06, 01:02 PM | Sometime soon, I'm going to make another thread devoted to combat maneuvers. I just thought of it, like an hour ago. They are pretty much like moves you do in video games, only there will be a lot of them. They work like feats, in that you must meet prerequsites to perform them. However, these maneuvers will not be like feats in that you choose each one. It'll work like this: There will be four categories of Maneuvers: Basic (everyone knows), Simple, Advanced, and Masterful. Every class will have a progression that matches their combat abilities. Fighters will attain the more complex manuevers before any other class, while wizards will most likely be last to attain them. On your turn, you decide what maneuvers you will perform (if any). A Basic maneuver is just a regular attack, which can be described as a simple swing or shot. Simple maneuvers bring weaponplay to the table, where you start to use skill and a tactical approach in your attacks. Advanced maneuvers offer more tricky weaponplay, and Masterful maneuvers are a spectacle. I'm just starting on the idea, I hope I can complete it soon, so I can pitch it up and get contributing for people who want more than flavor. Okay Cool :) If they turn out to be popular I will add them to my Big book of Variant rules with your name by it. I will help you make some when the thread comes out. |
| BladeMage_102-05-06, 01:07 PM | Okay Cool :) If they turn out to be popular I will add them to my Big book of Variant rules with your name by it. I will help you make some when the thread comes out. Thanks I'm hoping I can get as many ideas as possible for the moves part. I've got all the mechanics in my head, I've just got to type them all down in Word, so I can email the facts and all the moves to anyone. I'll keep you updated. Basically the idea was to bring the fighting types more options and advantages, because Xeviat-DM's spell point system puts spellcasters up on the 'A' list. I think Fighters need more stuff they can do anyway. |
| P33KAJ3W02-08-06, 10:30 AM | Take a look at the Book of Iron Might by Malhavoc press (it is what you are looking for) |
| BladeMage_102-12-06, 05:28 PM | Finally got that combat maneuvers thread up I was talking about. Anyone who is intersested in advanced combat actions check it out. It's a "P.E.A.C.H." thread, so anyone who has any ideas you can contribute. Here's the link: Combat Maneuvers (http://boards1.wizards.com/showthread.php?t=586236) |
| elven warriorXX02-13-06, 09:16 PM | Here is my thoughts on 2#: You can make up stuff as you go. Rule that a chair deals 1d4 damage or being thrown into one deal some extra damage and make that space hard Terran (costs 10ft to move though). If someone’s hit onto a bar then rule that its polished wood so that he slides to the other side. If you have a DM (or are a DM) that likes to play realism then you can make a Realistic ruling. 3#: Again as above. If some one wants to jump over a table and kick give him a jump check of some number (10-20) and give him a +2 on damage and the guy kicked must make a STR check or fall prone or back 5ft. Have that when attacked you can move back 5ft (or if you can't take a 5ft step in a empty space, does not alow a AoO), if you dont you get a -2 to AC for the round. The bonus for the attacker is that if he does not move up he cant attack :) so Its balanced. NOTE: once you make a ruling remember to write it down so you don’t change the ruling later. If you think it should be changed then tell your PCs and see what they think. |