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| #1luzekeJan 07, 2009 23:21:01 | I haven't been playing for a while so I'm looking up some players in my area and it might happen that I'll be DM'ing. So I started to think up some things for an adventure, basing it on another adventure I DM'ed a while ago and while doing that I got an idea for a rule addition, which itself gave me an idea for another one. I thought they could be neat additions, some feedback on them would be nice. Note that I thought of these just a few hours ago. So if something's wonky, just bear with me. Here we go.
These are two new combat actions, both of them are charge related. They can only be used together with a charge.
Trample
When you charge an enemy, if there is a prone enemy in your Line of Effect you can choose to trample him when charging your target. You can only trample in conjunction with a Charge action.
Trample: Move action. Move, trample and move: Move your speed as part of the charge and make a STR vs FORT check
Success: If your check succeeds you deal damage eual to an unarmed attack (1d4 + STR) and then continue your charge.
Fumble: If you get a natural 1 on your check, your charge fails and you fall prone in the next square in your Line of Effect.
Provoke Opportunity Attacks: If you leave a square adjacent to an enemy, that enemy can make an opportunity attack against you.
Movement Requirements: Your intended target for trampling cannot be in the two mandatory squares you must move as part of your charge. Moving over difficult terrain costs extra squares of movements as normal.
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| #2pigknightJan 07, 2009 23:22:53 | Tackle seems akward, and trample is going to be used on players more. |
| #3alumanJan 09, 2009 1:00:56 | Also, I can't think of move actions that aren't movement related
Also, Charge uses both your move and standard action so technically neither action can be used RAW. |
| #4luzekeJan 09, 2009 21:25:58 | First, thank you for reading/replying.
Aluman: Charge doesn't use both the standard and move action, just the standard action, unless there's some official errata on that I haven't read. But you do have a point about the action-type. It would make more sense to have it be a minor action instead.
pigknight: If the players are attacking each other (outside of traitor situations and such and such, obviously) either the players are bad players who just likes to be annoying or the DM is doing something wrong resulting in bored/annoyed players 'acting out'. I'd say neither situation is relevant.
What makes tackle awkward? Is it the "diagonal/side" thing? True, I didn't really know how to word it. I'll make a picture of how it would work and then the wording could get reworked.
After some thought I think that "the enemy still gets his Opportunity attack." could get scrapped since you don't leave the enemys attack range if your tackle fail. You just stop in it.
So it's something like this now.
Trample
When you charge an enemy, if there is a prone enemy in your Line of Effect you can choose to trample him when charging your target. You can only trample in conjunction with a Charge action.
Trample: Minor action. Move, trample and move: Move your speed as part of the charge and make a STR vs FORT check
Success: If your check succeeds you deal damage eual to an unarmed attack (1d4 + STR) and then continue your charge.
Fumble: If you get a natural 1 on your check, your charge fails and you fall prone in the next square in your Line of Effect.
Provoke Opportunity Attacks: If you leave a square adjacent to an enemy, that enemy can make an opportunity attack against you.
Movement Requirements: Your intended target for trampling cannot be in the two mandatory squares you must move as part of your charge. Moving over difficult terrain costs extra squares of movements as normal.
Tackle
If you want to charge an enemy and there is another enemy in your Line of Effect you can try to tackle him away and continue the charge. You can only tackle in conjunction with a Charge action.
Tackle: Minor action. Move, tackle and move: Move your speed as part of the charge and make a STR vs REF check.
Success: If your check succeeds you push the enemy 1 square forward (diagonally if you charged straight or to the side if you charged diagonally) and you can continue your charge.
Fumble: If you get a natural 1 on your check, your charge fails and you stop your charge in the square adjacent to the tackle target.
Critical Success: If you get a natural 20 on your check, your tackle automatically succeeds and you knock the enemy prone in addition to the normal effect.
Provoke Opportunity Attacks: If you leave a square adjacent to an enemy, that enemy can make an opportunity attack against you.
Movement Requirements: Your intended target for tackling cannot be in the two mandatory squares you must move as part of your charge. There cannot be more than one enemy in your Line of Effect. Moving over difficult terrain costs extra squares of movements as normal.
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| #5pigknightJan 10, 2009 0:53:09 | You do realise monsters can use these actions as well. Right? |
| #6luzekeJan 10, 2009 16:33:48 | pigknight:Yes I do, now I understand what you meant in your first post. But you still haven't explained where the real problem lies, only that you believe there is a problem. Again, if the action would be used on players too much the problem is with the DM. Even the DM guide points this thing out in a sort-of way, can't remember the page number though.
Anyway, if there's something in my rules that is actually broken tell me what and where it is and help me fix it.
I have made a mistake though. I went at the charge rules with a 3.5 mindset thinking that you still had to charge in a straight line. Reading the rules over, there's nothing that speaks against not moving in a straight line while charging ( I'm going with the unaltered rules in the books for this so if there's an errata for it point it out if you want). This is why I messed around with Line of Effect in my rules. I'll just scratch that and keep it as a minor action thing, which still keeps the effect I wanted (not tackling/trampling more than one enemy in your charge). You could of course use an AP for more tramples/tackles, but that'd be a kind of waste ^^
Rules update (I've included a picture of an example of how a tackle would play out):
Trample
If there is a prone enemy in your path when charging you can try to trample him and continue charging. You can only trample in conjunction with a Charge action.
Trample: Minor action. Move, trample and move: Move your speed as part of the charge and make a STR vs FORT check
Success: If your check succeeds you deal damage eual to an unarmed attack (1d4 + STR) and then continue your charge.
Fumble: If you get a natural 1 on your check, your charge fails and you fall prone in the next square in your Line of Effect.
Provoke Opportunity Attacks: If you leave a square adjacent to an enemy, that enemy can make an opportunity attack against you.
Movement Requirements: Your intended target for trampling cannot be in the two mandatory squares you must move as part of your charge. Moving over difficult terrain costs extra squares of movements as normal.
Tackle
If you want to charge an enemy but there's another enemy in the way you can try to tackle him away and keep you momentum.You can only tackle in conjunction with a Charge action.
Tackle: Minor action. Move, tackle and move: Move your speed as part of the charge and make a STR vs REF check.
Success: If your check succeeds you push the enemy 1 square forward (diagonally if you charged straight or to the side if you charged diagonally) and you can continue your charge.
Failure: If your check fail, your charge fails and you stop in the square adjacent to the enemy you are tackling.
Critical Success: If you get a natural 20 on your check, your tackle automatically succeeds and you knock the enemy prone in addition to the normal effect.
Provoke Opportunity Attacks: If you leave a square adjacent to an enemy, that enemy can make an opportunity attack against you.
Movement Requirements: Moving over difficult terrain costs extra squares of movements as normal.

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| #7dwarriorJan 15, 2009 17:36:43 | I haven't been playing for a while so I'm looking up some players in my area and it might happen that I'll be DM'ing. So I started to think up some things for an adventure, basing it on another adventure I DM'ed a while ago and while doing that I got an idea for a rule addition, which itself gave me an idea for another one. I thought they could be neat additions, some feedback on them would be nice. Note that I thought of these just a few hours ago. So if something's wonky, just bear with me. Here we go.
These are two new combat actions, both of them are charge related. They can only be used together with a charge.
What do you think? I know there are some reservations about fumbles, but I thought it'd make sense here. If someone decides to try them out, please tell me how it worked! 
If you charge your oppent it gives him a point of act. first.
it's in the players handbook. 3.0/3.5/4.0. and your DM handbooks as will. |