| Louis IX |
Just had a couple ideas I wanted to keep track of...
Existing:
- Standing up
- Lying prone: a prone character can try to stand up as a single move action incurring an AOO
New:
- Crouching: a character crouching gets half the modifiers from being prone, and he can stand up as a swift action (if threatened, he must use a move action instead). A prone character can crouch as a move action with no AOO incurred. A standing character can crouch as a swift action (or he can use up an AoO to crouch). A crouching character can be tripped (Trip always knocks the foe prone). A short bow can be fired while crouching, but not a larger bow (longbow, greatbow, etc).
Existing:
- Grapple/Grappled
- Pin/Pinned
- Tie up
Change:
- Tie up: the character using this action must choose between binding the opponent's arms, legs, or any other set of limbs, even the mouth. He can bind the arms with one succesful check, and the legs afterwards, or vice-versa (or only one of the two, if he wants the opponent to be able to walk). Once a set of limbs is tied together, another Tie up action can be used to attach the bound limbs to the body (effectively removing the use of said bound limbs). A regular manacles set can be used instead of rope, but they only bind two limbs together. Using manacles to bind unusual limbs (tentacles, etc.) or more than two limbs requires them to have been made especially for those occurrences. Note that, unless he's completely helpless (trussed up), an aggressive character can still headbutt his opponent.
New:
- Gagged (mouth bound): can't speak clearly, so can't use his mouth/voice for anything (spells, bard's abilities, bite attack, etc). A breath weapon can be used to try to destroy the gag, but the character will receive some of the damage.
- Hands bound but not attached: -2 to Acrobatics, -4 to attack with unarmed strikes, natural attacks using these limbs, or whatever weapon is still in the character's hands
- Legs bound but not attached: can only jump to move, -10 to Acrobatics
- Trussed up (all limbs bound and attached to the body): helpless
- Arm/leg/neck lock: a grappling character can use this action to lock his opponent's arm/leg/neck painfully. It deals non-lethal damage equal to the character's unarmed damage, and the opponent can't move without risking a dislocation of the locked limb. In the case of an arm lock, any item held in the hand is dropped. A neck lock is performed at -2, and, if maintained for 3 rounds, the opponent falls unconscious for as long as the lock is maintained, plus one round afterwards. Apply regular suffocation rules.
- Tackle: this is a Bullrush/Trip/Grapple attempt at the same time. Can only be made with a unarmed strike as a standard action (or a charge). This generates an AoO if the tackler doesn't have the Improved Bull Rush, Improved Trip, and Improved Grapple feats. A Tackle can be performed from a crouching position at no penalty.
Existing:
- Unarmed Strike
Changes:
- Hitting hard stuff: each time a character tries to hit something hard with unarmed strikes, he suffers one point of non-lethal damage for each damage dice he'll roll. If the character's unarmed strike is empowered by Ki or a similar ability, he doesn't incur this damage. Knee caps, knuckles duster, steel-reinforced boots, or other metallic parts added to his attacks will bypass this damage as well.
EDIT: added "hitting hard stuff" and a few things on "crouching", plus some formatting
Set
|
Lamed: the condition one gets from caltrops, and could theoretically get from other special leg attacks, like an arrow shot to 'pin' the foot or a spell that causes the ground to grow mouths and bite at the feet of those in the area.
Winded: the cheap version of Fatigued that only gives -1 to the relevant rolls, prevents taking the Run action, and wears off in only an hour (from Green Ronin's Complete Psychic Handbook).
Clouded: somewhere between Dazzled and Blinded, the character's vision is obscured / visual organs are damaged so that all targets are treated as having Partial Concealment (20% miss chance).
Mute: unable to speak
Hoarse: the weak version of Mute (from a failed attempt to make someone mute via a special unarmed strike or spell effect), 50% chance of botching any spell with Verbal components, can only speak in a whisper and those nearby must make Perception rolls to understand what he's saying in distracting / stressful situations.
| KaeYoss |
- Crouching: a character crouching gets half the modifiers from being prone, and he can stand up as a swift action. A prone character can crouch as a move action with no AOO incurred. A standing character can crouch as a swift action.
Translation: A prone character can crouch as a move action with no AoO incurred and then immediately stand up as a swift action - which, I guess, doesn't provoke, either, since it doesn't say and it is a swift action (those usually don't provoke, being quick).
If it does provoke, I would switch it - make the move action provoke. Makes much more sense.
| Louis IX |
Translation: A prone character can crouch as a move action with no AoO incurred and then immediately stand up as a swift action - which, I guess, doesn't provoke, either, since it doesn't say and it is a swift action (those usually don't provoke, being quick).
If it does provoke, I would switch it - make the move action provoke. Makes much more sense.
Just edited my post, adding that standing from a crouching position while threatened must use up a move action - but still no AOO: the character stands up cautiously, taking two move actions to do so. If the character is in a hurry to stand, he can use the standard rules and stand from lying prone as a move action... but incurring attacks of opportunities.
Thanks for your input.
And, Set, thanks for your list, too. Those are interesting as well. In fact, seeing that the APG will contain new Combat Maneuver, I hope this thread will give some ideas - even if it's a little late.
Set
|
And, Set, thanks for your list, too. Those are interesting as well. In fact, seeing that the APG will contain new Combat Maneuver, I hope this thread will give some ideas - even if it's a little late.
Even if the game doesn't always allow cool stunts like called shots to stab the foot or open a bleeding wound that obscures their vision or hit someone in the junk with your morningstar to attempt to sicken/nauseate them or whatever, I prefer to follow the Mutants & Masterminds tradition of assuming that if you don't have the appropriate feat, you can still give it a shot at -5 to whatever roll would be required (or blow an Action point, if those are in play, to do something you normally couldn't)...
| Louis IX |
Addendum to the (new) Tackle maneuver:
- This maneuver allows a character to throw himself at the enemy, grapple him, and throw him to the ground. Due to the dynamics of such a move, the three Improved feats (Bull Rush, Trip, Grapple) are necessary, although a character can choose not to actually push his foe at all.
- If the CMB check fails, the attacker falls prone next to his foe.
- If the target is on a different ground, a jump check can be made beforehand to see if the tackler can reach his opponent (this could allow a character to dismount an opponent, using said opponent's Ride check instead of his CMD). If this check fails, he falls prone adjacent to his foe.
- The bonuses from Improved Bull Rush, Improved Trip, and Improved Grapple don't stack. If the character gains one of the Greater feats, he gains another +2 to the attempt, which doesn't stack with the additional +2 from the other Greater feats.
- Alternatively, this maneuver can be readied to counter a charge. However, if the charger is equiped with armor spikes (or other effect on garments, like flames), the tackler takes double damage from them.
| Charender |
Addendum to the (new) Tackle maneuver:
- This maneuver allows a character to throw himself at the enemy, grapple him, and throw him to the ground. Due to the dynamics of such a move, the three Improved feats (Bull Rush, Trip, Grapple) are necessary, although a character can choose not to actually push his foe at all.
- If the CMB check fails, the attacker falls prone next to his foe.
- If the target is on a different ground, a jump check can be made beforehand to see if the tackler can reach his opponent (this could allow a character to dismount an opponent, using said opponent's Ride check instead of his CMD). If this check fails, he falls prone adjacent to his foe.
- The bonuses from Improved Bull Rush, Improved Trip, and Improved Grapple don't stack. If the character gains one of the Greater feats, he gains another +2 to the attempt, which doesn't stack with the additional +2 from the other Greater feats.
- Alternatively, this maneuver can be readied to counter a charge. However, if the charger is equiped with armor spikes (or other effect on garments, like flames), the tackler takes double damage from them.
The only thing I don't like about it is it sets on my realism sense.
In 7th grade I was the skinniest guy in school. I had a BMI of around -10. I was in football, and I was able to make tackles on people bigger than me. It wasn't THAT hard. Tackles are actually more effective at taking someone down than grapples, bull rushes, or Trips. The downside is that you end up on the ground with them.
I would say having those feats gives you a +2 for each feat.
It is also possible to fail a tackle, but still remain on your feet. I would only make the tackler fall prone if they fail by 5 or more.