A small change to combat maneuvers and another change to grappling.


Homebrew and House Rules


So, the basic idea is that combat maneuvers only provoke AoOs when they fail by 5 (or a higher number). The improved maneuver feats would further prevent that AoO.

And a grappler will automatically gain control of a grapple if he succeeds by 5 (or higher). This would benefit specialization and hopefully expedite grappling.

So, I know they aren't much, but do you see any potential problems? And is 5 too low a margin?


Dotting.
I've been considering some changes to combat maneuvers myself.
I want to make them more tempting and "worth it" to my players, and currently few of them want to eat the AoO. To make things worse, few or none of them have the prerequsites to get the "Improved ..."-feats.

Does anybody have any experience with removing the first prerequsites fot the improved CM -feats?

example: allowing a character to get Improved Trip without having Combat Expertise nor a 13 in int? (Improved Trip still costs a feat like normal)


I run the rule that AoO don't typically exist; some things that normally provoke AoOs no longer do so unless a nat 1 is rolled, a creature has the Combat Reflexes feat, or the PC/NPC performs some kind of action that would blatantly provoke an AoO (i.e. stopping mid-melee to rummage through a backpack, turning to operate a complex mechanism, turning to flat-out run away from melee, etc.).

- Tumbling, if successful, grants you a +2 dodge bonus to AC, or a +1 circumstance bonus to next attack (for better positioning), until end of next turn.

- Mobility feat lets you move 10 feet as part of a 5-foot step, and grants a +2 dodge bonus to AC when you move 10 or more feet in a round.

- Casting a spell is always a full-round action (unless Quickened). Can cast a spell as a standard action by making a concentration check (same DC as casting defensively). Only casting a spell as a full-round action or longer provokes an AoO. Magus using Spell Combat always have to make concentration checks.

With Combat Maneuvers, I run that Improved and Greater feats are rolled together (only a max of +2 CMB to that maneuver, not +4), with no prerequisites except for +3 BAB (average value between +1 for Improved, and +6 for Greater). Maneuver Strike feats (Tripping Strike, for example), have a +6 BAB prerequisite instead of +9 (basically just average the BAB prereq of Strike feat with +3 BAB prereq of Improved feat). By removing those prereqs, I see way more usage of maneuvers.

- Combat Expertise feat now has Combat Reflexes as Prerequisite. It grants a flat +2 to CMB/CMD and allows you to make an AoO against any opponent that performs a maneuver you have the "Improved" feat for. If your AoO hits, opponent takes a penalty to their check equal to damage done.

For Grapple, I let you perform an immediate grapple action (damage, move or pin) if you succeed by 5 or more when initiating or overtaking a grapple.

So far these changes have worked great for my players, keeps everything way more fluid and quick, as my PCs no longer have to spend 5 minutes picking there movement path to prevent AoOs. It also makes combat way more dynamic for martials, as they now have more valuable options to spend their standard actions on without worrying about AoO (makes enemies more dynamic too, deadlier at times, but more engaging and cinematic).


Sellsword2587: those are some pretty great ideas, I going to steal some of them for my game!

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