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wiki:combat_maneuvers [2015/03/08 00:21]
caleymccready
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-= Combat Maneuvers = 
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-In addition to the standard actions you make take in combat, you may also attempt a //combat maneuver// using a standard action. The formula for combat maneuvers follows the following formula:\\ 
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-**Offensive formula:** Attack Bonus + Str + Dex + 2d6\\ 
-**Defensive formula:** Defense Bonus + Dex + Str + 2d6\\ 
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-There are four types of maneuvers, to which bonuses may apply separately. When you initiate a maneuver, you roll and calculate the offensive formula and pit that against the defensive formula for your opponent. You may also choose to use a combat maneuver as a defense against an incoming attack. Maneuvers can only be used if the opponent initiating the attack is within reach, which is normally an adjacent square. ​ 
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-To determine the outcome, compare the result from the two opponents. The higher result is successful. An even score is considered a draw, and nothing happens. 
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-//Free Limbs:// A certain number of free limbs is required for each maneuver. A free limb is one you are free and able to use. Carrying a weapon in your hand does not prevent you from using that limb in a maneuver, but it does not inflict damage when used in this way. 
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-__**Reposition**__\\ 
-This maneuver requires the use of at least one free limb. In this maneuver, you are attempting to move your opponent to a desired target location, either by grabbing and moving them, or by pushing or kicking them, or by using their own balance to direct them to the location without even touching them.\\ 
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-The target square must be adjacent to either you or your target. If moving the target to a square that moves them away from your current location, you have the option to "step up" with your opponent, moving into any square that would keep you adjacent to them. 
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-If you successfully intercept and reposition a moving opponent, it ends all declared movement for that round. An opponent may still convert an unused standard action into an additional movement action to complete as much of their declared action as possible. 
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-If you attempt to reposition an willing participant you may move them an additional five feet, but this additional distance is not granted to you.  
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-If you attempt to reposition an opponent or ally who is occupied in a grapple, any participant in the grapple may resist you. You must exceed the maneuver score of all resisting participants,​ (combined) in order to reposition your intended target. A successful reposition of a player in a grapple moves all participating grapplers with it. A reposition check that is 4 or more higher than the opposed check gives you the option to remove your target participant out of the grapple. 
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-__**Grapple**__\\ 
-This maneuver requires the use of at least two free limbs, one of which must be an arm. In this maneuver, you grab your opponent and initiate a wrestling match between the two of you. 
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-A successful grapple check initiates a grapple with you as the dominant opponent. The dominant opponent can pick two out of the four limbs of their opponent which are "​occupied"​ by the grapple and are not free to be used for other purposes. The dominant opponent must also choose two of their own limbs which are occupied in the grapple, which must include at least one hand. A successful grapple effectively ends any further movement or actions that require the free use of limbs that are otherwise occupied by the grapple 
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-The dominant grappler may choose to end the grapple at any time as an immediate action. 
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-A grapple continues into subsequent rounds until the dominant opponent chooses to end it, or the subordinate opponent breaks free.  
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-In a subsequent round, a subordinate grappler may declare their attempt to break free of the grapple. If they succeed in the opposed maneuver check, or the check is a draw, they are free of the grapple. ​ 
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-In a subsequent round, a dominant grappler need not do anything to maintain the grapple. The dominant grappler choose to do only one of the following available options:\\ 
-  * **Move the grapple:** This requires a successful maneuver check against the opponent. In the case of a failure or a draw, the dominant player has failed to move the grapple. A successful check moves the grapple 5 feet plus 5 additional feet for every 4 points by which the check succeeds. 
-  * **Pin the subordinate grappler:** This requires a successful maneuver check against the opponent. In the case of a failure or a draw, the subordinate player is not pinned. A pinned opponent has all limbs occupied and is also silenced at the option of the dominant grappler. 
-  * **Improving a pin:** If the opponent is already pinned, the dominant grappler may, as a swift action, switch the limbs they are using to maintain the pin. Two limbs are still required to maintain the pin and the grapple, but they may be any combination of limbs. 
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-Aside from these options, the dominant grappler may take any other action for which they meet the requirements,​ except moving. 
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-//Multiple Grapplers//​\\ 
-Other opponents or allies may join a grapple. At the time that they do so, they may either choose to work with another grappler(s) or on their own. Grapplers working together all roll their checks, and the highest result is used. For each grappler whose score was not used, add +2 to the total score. 
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-No matter how many grapplers there are, only one grappler (or group of grapplers working together) is the dominant grappler. All other grapplers or group of grapplers are considered subordinate. 
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-__**Trip**__\\ 
-This maneuver requires the use of at least one free limb. In this maneuver, you attempt to trip your opponent, causing them to lose their balance and fall prone onto the ground. This ends any movement action the opponent was currently undertaking.  ​ 
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-If you are adjacent to a prone character trying to get up, you may use this maneuver with a +4 bonus in order to keep your opponent from getting up.  ​ 
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-__**Disarm**__\\ 
-This maneuver requires the use of at least one free limb. In this maneuver, you attempt to make your opponent drop any single item they hold in their hand(s). A successful check forces your opponent to drop their held item. You declare the item you wish them to drop before the results of the check are known. ​ 
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-If you beat your opponent by 5 or more points, you may choose to force your opponent to drop the item, or you may take the item into your hand. At least one hand must be empty in order to choose this option. If the item cannot be carried in a single hand, both hands must be empty in order to choose this option. ​ 
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-===== Ranged Maneuvers ===== 
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-When using a ranged attack, you can attempt outcomes other than causing direct harm. When using Way of the Bow, Air Blast, Water Blast, Boulder Shot, or Fire Blast, you can attempt a [[wiki:​combat_maneuvers|Manuever]] in place of causing damage. 
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-Called shots can only be attempted within the ranged attack'​s base range, and the target cannot be in an adjacent hex. 
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-When attempting a Called Shot, you use your ranged attack'​s offensive formula. Your opponent may use the Dodge formula, their Maneuver defensive formula (for the maneuver attempted), or they can use the defensive formula from an appropriate talent. 
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-__**Reposition**__\\ 
-You attempt to shoot the ground at your opponent'​s feet, making movement necessary for safety. If successful, the enemy must move out of their current hex to an adjacent hex, but they may choose which square they move to.  
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-If your score is higher than their score by more than five, you may choose the square they move to. If the opponent was moving when you repositioned them, that movement is halted, but subsequent movement actions are not hindered. 
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-__**Trip**__\\ 
-You shoot at your opponent with the aim of causing them to lose their balance, or directly knocking them over. A successful shot, causes the opponent to fall prone in their current hex. If the player was moving at the time, they fall prone in the next hex they would have moved into, and the remainder of that movement is halted. Subsequent movement actions are not hindered. 
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-__**Disarm**__\\ 
-You shoot at your opponent with the aim of causing them to drop an item they hold. When attempting this maneuver as a called shot, you suffer a -2 penalty on your offensive formula. If you beat your opponent'​s score by more than five, the object falls in an adjacent hex instead of at the opponent'​s feet.  
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-You must declare the item you wish your opponent to drop before the results of the check are known. 
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-__**Grapple**__\\ 
-You cannot attempt this maneuver as a called shot. 
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-__**Ranged Pin**__\\ 
-You use a ranged attack to pin your opponent to an object. ​ 
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-- This requires that the opponent is wearing clothing with enough extra material to be pinned. A long braid of hair, or an object such as pack would also suffice. There must be a nearby surface that they can be pinned to, and in most cases the ground will not qualify.\\ 
-- Your attack must consist of a solid material, such as ice, stone, or an arrowhead.\\ 
-- Your attack roll must be higher than your opponent'​s score by more than five in order to pin them. A score that is higher than your opponents by five or less deals normal damage.\\ 
-- Your attack roll suffers a -4 penalty due to the difficulty of the objective. ​ 
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-As a standard action, a pinned opponent may attempt to free themselves with an[[wiki:​acrobatics| Escape Bindings]] check. To determine the difficulty of this check, take the difference between your attack roll and your opponents attack roll, then add 5. 
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wiki/combat_maneuvers.1425792074.txt.gz ยท Last modified: 2015/09/07 22:11 (external edit)