grabbing, jumping and charging

Post/Author/DateTimePost
#1

robertflatt

May 05, 2010 14:22:19
I'm considering a couple of houserules based on the rule of cool, faq's and recent updates:
-Charge and grab (called tackle) basically this allows for a charge attack with a grab actions at the end akin to how bullrush works. (considering that you should end prone here, but that's maybe just watching too much american football)

-Jump attack. This is basically charge as it works with the new horisontal jump rule, except I'll let people treat the vertical component of the jump as separate from the horisontal, and the attack ends the jump. example would be with an atheletics roll of 20 you could
          Z
       x
Xxxxo

X is start
x is path for charge
Z is monster
and o is falling path after the attack

From my reading of RAW you would need to move four squares to get that kind of "lift" from a horisontal jump, and you can't use vertical since it doesn't move you closer every move unless you start beneath the monster.
Second thing related to this is that normal rules apply for a charge and turn ending, but you fall before you can spend any free actions. (eg. no AP blade cascade while hanging in midair)

-Grabbing what you can't hold. This is basically a reverse grab or hold on) on huge and above creatures, letting you get dragged around (or flown away) by creatures not usually susceptable to grab attacks. In essense this lets you grab big creatures without impeding their movement. It's stepping on the toes of a couple of powers, but not too much I think.

Anyone foresee huge issues cropping up here? My housegame is pretty down to earth, and I mostly wanted to encourage some options that isn't always based around choosing which power card this round.
#2

stargazer_dragon

May 05, 2010 16:35:58
I like the idea's not realy sure about the rule implications but I would also love to see more inginuitive ways to attack besides just I use this power, I think those who love 3.5 would be easaly converted to 4.0 if they were in a game where people whent beyound just using power cards.

As for the charge, I would personaly allow use of a move action to move and jump as normal and allow a ability to be used while in air above land point since this is mostly fluff effects.

The grabbing thing I think is already possible but I could be wrong


just a idea for the jump attack you could penalize to hit and add to damage make it a feat or something or just a skill roll even. this way it actualy benifits the player to do such things. anyhows will watch and see what others sugest as this kinda rule is still more then I can do on me own, got o many other projects on me plate
#3

babyj

Jun 09, 2010 5:54:23
Dont forget we have handy dandy charts to handle to how to set the damage and effects on improvised attacks, pg. 42 of DMG1. This came in handy in my game with an attack that was basically a bullrush on a troll into a fire. Also when players really want to perform called shots, I use the damage value that is the high end of the normal damage expressions and use a hard DC; or if appropriate, impose a -2 to something and use the lower damage expressions with the same DC.