[C&C] Expanding Combat: New Maneuvers

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serleran
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[C&C] Expanding Combat: New Maneuvers

Post by serleran »

Back Flip: Generally, no attribute check is required to perform this activity, though it does require the character has at least five feet (large creatures require at least ten; actual space needed should be based on the size, and dimensions, of the character performing the action) of movement remaining, and counts as five feet of movement when used; if the character cannot move the required space, back flip cannot be used. This action has three specific functions in combat, all of which require a Dexterity check to perform successfully: Note: Characters of the monk class and those with specific training in acrobatics are able to use this ability.
Defense - Once per round, the character can attempt to back flip away from an attack. If the check is successful, the character avoids all damage from the attack, but loses initiative the following round. In addition, the character moves the full amount of required space. This check is modified by the Base to Hit of the attacker, plus any magical modifiers that may be gained. Note: A failed check results in the character suffering normal damage (initiative, however, is resolved normally,) and this ability cannot ignore the results of a critical strike.
Escape - Instead of attacking, the character can move out of combat, forcing an enemy to re-engage. An enemy that re-engages automatically loses initiative to the character that performed back flip. This check is modified by the Base to Hit of the enemy, plus any magical modifiers that may be gained. Note: A failed check results in the character automatically losing initiative the following round.
Offense - An offensive back flip can only be performed against a creature that is attempting some sort of back attack against the character; if the creature is undetected, this ability cannot be used, instead treated as an escape. It is an attack, and is resolved as a ranged attack (Dexterity replaces Strength for attack modifiers), dealing 1d8 points of damage, plus Strength modifier. This attack cannot use the monk’s stunning attack ability. As it is an attack, no Dexterity check is required, though, an attack roll is needed; there is no penalty for failure.

Bearhug: Like a choke, a bearhug is an attack, grabbing the victim around the abdomen, and applying tremendous pressure, eventually leading to unconsciousness and possible paralysis. There is no relevant attribute check, but is resolved as a touch attack (only Dexterity and magical adjustments apply), with the defender treated as immobile for as long as the hug is maintained. Each round, the creature caught must make a Constitution save or temporarily lose one-third Constitution. Once reduced to zero, if the bearhug is maintained, the victim must make a Strength save or have their spine snapped, resulting in permanent paralysis. However, a victim of a bearhug is not defenseless, and can attack the user with small weapons, such as daggers, short swords, or unarmed attacks. The attacker can move, though at half movement, and must use both hands to maintain the hug; in addition, any attack against the user of the hug gains a +4 bonus. In addition, each round, and the victim of a bearhug can make a Strength save to break the hold, and escape, though a failure has the same effect as failing a Constitution save. It is also possible to pull a hugging character away; this is resolved by the hugger making a Strength save modified by the highest-level (Hit Die) of those opposing, with a +1 difficulty per additional creature. Note: Any creature wearing plated armor is not vulnerable to a bearhug attack. Note: A bearhug can only be initiated against a creature of the same size, though the Castle Keeper may allow exceptions depending on situations.

Choke: By grabbing an enemy by the throat, and applying pressure, the character is able to render the victim unconscious, eventually causing death. There is no relevant attribute check, but is resolved as though it were a ranged attack. If the attack is successful, the victim begins suffocating. Each round, a Constitution save is allowed, with failure resulting in the temporary loss of one-third Constitution. One the score is reduced to zero, unconsciousness results. If the choke continues beyond unconsciousness, the victim dies in three rounds, losing one-third of their total Hit Points each round. However, a victim of a choke is not defenseless, and can attack the user with small weapons, such as daggers, short swords, or unarmed attacks. The attacker cannot move, and must use both hands to maintain the choke; in addition, any attack against the choker gains a +4 bonus. In addition, each round, and the victim of a choke can make a Strength save to break the hold, and escape, though a failure has the same effect as failing a Constitution save. It is also possible to pull a choking character away; this is resolved by the choker making a Strength save modified by the highest-level (Hit Die) of those opposing, with a +1 difficulty per additional creature. Note: Any creature wearing a helm or plated armor is not vulnerable to a choke attack, and a small creature cannot affect a large one.

Tackle: A tackle is an attack, resolved as a touch (the defender does not receive armor bonuses, but magical adjustments, and Dexterity modifiers still apply) which, when successful, requires both the attacker and defender to make opposed Strength checks, against a difficulty equal to the Base to Hit of the other. If the attacker wins, the defender is knocked to the ground; if the defender wins, the attacker is knocked to the ground; if both succeed, the normal rules for grappling are used. However, a successful tackle, regardless of whether the opponent is knocked down, deals 1d4 points of damage, plus Strength modifier.

Throw: By grabbing an opponent, and using leverage, a character is able to knock the enemy to the ground. There is no relevant attribute check for this ability, as it can only be used in combat, as either an attack or a defense. Only monks are able to use this ability. Note: A character does not have to be able to lift the victim of this attack, as leverage, and the victim’s own momentum is used against them; however, this ability cannot affect a creature of a greatly disproportionate size, at the Castle Keeper’s leisure.
Defense - When attacked, the defender makes an attack roll as though it were a touch attack (only Dexterity and magical adjustments apply). If this attack is successful, the defender is thrown to the ground, automatically losing initiative on the next round, and suffers 1d4 points of damage (Strength modifier does not apply.) However, the defender must have initiative over the attacker, and a failed use of this ability results in the defender automatically being struck, suffering damage as normal. It is not possible to throw a creature into another as a defensive action. The maximum distance a creature can be thrown is five feet.
Offense - An offensive throw is an attack, resolved as though it were a touch attack (only Dexterity and magical adjustments apply), which, if successful deals 1d6 points plus the attacker’s Strength modifier to the struck victim. In addition, the victim is hurled to the ground, losing initiative the following round. As an offensive action, it is possible to throw a creature into another, this being resolved as a normal ranged attack; if the attack is successful, both creatures suffer 1d6 points of damage (Strength modifier does not apply in this case), and the non-thrown victim must make a Strength save or be knocked down, losing initiative the following round. Note: In order to strike two creatures with a throw, both must be within five feet of each other.
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Zudrak
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Re: Expanding Combat -- New Maneuvers

Post by Zudrak »

serleran wrote:...Throw: By grabbing an opponent, and using leverage, a character is able to knock the enemy to the ground. There is no relevant attribute check for this ability, as it can only be used in combat, as either an attack or a defense. Only monks are able to use this ability. Note: A character does not have to be able to lift the victim of this attack, as leverage, and the victim’s own momentum is used against them; however, this ability cannot affect a creature of a greatly disproportionate size, at the Castle Keeper’s leisure...
Yes, but can you reenact the X-men's "Fastball Special" maneuver? 8)

This is some cool stuff, Serl. Thanks!
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carnage1989
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Post by carnage1989 »

sounds interesting i may use some if not all in ma games
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