Onderwerp : Combat Manoeuvres in Paladins!
Auteur : Tom Gerrets
Datum : 27-03-2005
 


 

Combat Manoeuvres in Paladins!

Tijd voor huisregels omtrent de speciale combat manoeuvres in PALADINS!

download Word-versie

Criteria:
• Speciale combat manoeuvres kunnen gebruikt worden vanaf character level 10.
• De regels voor combat manoeuvres worden toegepast zoals beschreven in The Book of Iron Might (hierna BOIM).
• Je doet zelf een voorstel voor combat manoeuvres die jouw karakter gaat gebruiken
• Je kunt maximaal 3 combat manoeuvres kiezen en hanteren
• Minimaal 1 level voordat je de speciale combat manoeuvres wilt gaan toepassen, dien je een (schriftelijk) voorstel in voor de combat manoeuvres die jouw karakter wil gaan gebruiken
• Ik beoordeel de balans van de combat manoeuvres en stem, indien nodig, in overleg met jou de definitieve specificaties van de combat manoeuvre af

Werkwijze (of: hoe creëer ik het snelst een goede, gebalanceerde combat manoeuvre)
Lees hoofdstuk 1, combat manoeuvres in BOIM aandachtig door.
Je zult merken dat de penalty’s voor combat manoeuvres erg fors lijken; dit komt omdat aan iedere combat manoeuvre ook drawbacks (pag. 14 e.v.) gehangen moeten worden die de penalty minder erg maken.

Vervolgens bedenk je een combat manoeuvre die voor jouw karakter kenmerkend gaat worden of je kiest er een uit de manoeuvres die als voorbeeld worden gegeven in BOIM.
Doe ook al een voorstel voor de drawbacks die aan de combat manoeuvre vastzitten.
Geef een korte omschrijving van het effect dat de combat manoeuvre genereert (ofwel: beschrijf hoe jouw combat manoeuvre eruit ziet zonder dat je hier spelcriteria als -1 Penalty etc. in de omschrijving opneemt). Denk in deze stap ook na over waarom deze combat manoeuvre voor jouw karakter zo kenmerkend is.

Beschrijf je combat manoeuvre zoals deze ook beschreven worden in BOIM.

Herhaal bovenstaande tot je maximaal 3 combat manoeuvres hebt en mail deze aan mij.
Ik zal vervolgens beoordelen of de combat manoeuvres in balans zijn en waar nodig in overleg met jou de combat manoeuvres aanpassen tot ze wel goedgekeurd kunnen worden.
Na goedkeuring kun je de combat manoeuvres gebruiken vanaf het eerstvolgende level dat je stijgt.

Omdat de combat manoeuvres voor iedereen nieuw zijn, kan het zijn dat na goedkeuring in de praktijk een combat manoeuvre toch niet in balans is. In dat geval zullen jij en ik weer terug naar de tekentafel gaan en de combat manoeuvre opnieuw herzien tot deze wel in balans is.
Denk eraan dat combat manoeuvres een extra dimensie aan combat moeten toevoegen en niet een middel zijn om te gaan powerplayen (jullie zijn vlg mij al sterk genoeg…)

Gebruik bijgevoegde cheatsheets om zelf een combat manoeuvre te verzinnen en de bijgevoegde bonusfeats om je te laten inspireren.
Ik ben heel benieuwd naar de specialiteiten die jullie zelf gaan ontwikkelen!!!

 

Melee Attack Maneuver Effects (
The Book of Iron Might Maneuvers Cheat Sheet 1 )
Name Key Abilities Attack Roll Penalty Benefit

Ability Score Damage

Str, Dex

?20

?2 penalty to single attribute

Area Attack

Str

?5 per 5-ft. square

Attack an area and all targets in it

Blinding Attack

Dex, Int , Wis

?30

Target blinded 1d4 rounds

Bonus Damage

Any

?5 per +2 of bonus

Bonus on damage, max +10

Daze Attack

Str

?20

Target dazed 1 round

Deafening Attack

Str, Dex, Int

?10

Target deafened 1d6 minutes

Deny Dexterity Bonus

Dex, Cha

?10

Opponent must make Sense M otive check or Reflex save (DC 10 + 1/2 base attack bonus + key ability mod) or lose Dex bonus to AC

Disarming Attack

Str, Dex, Int

?20

Target loses weapon

Disable Natural Attack

Str, Dex, Int , Wis

?20

Prevent use of one physical attack

Disrupt Special Ability

Str, Int

?20

Prevent use of Su or Ex ability

Forced Movement

Int, Cha

?10

Opponent moves 5 feet

Inflict Penalty

Any

?5 per ?1 of penalty

Cause penalty to foe’s attacks, AC, checks, or saves, max ?5

Knockback

Str

?10

Opposed Str check to push foe back

Knockdown

Str, Dex

?20

Knock opponent prone

Movement Damage

Str, Dex, Int , Wis

?10

Reduce foe’s speed by 5 feet

Stagger

Str

?10

Foe loses next move action

Stun

Str, Int, Wis

?30

Target stunned 1 round

Sundering Attack

Str

?10

Deal damage against object or weapon foe carries

 
Ranged Attack Maneuver Effects ( The Book of Iron Might Maneuvers Cheat Sheet 2 )
Name Key Abilities Attack Roll Penalty Benefit

Bonus Damage

Any

?5 per +2 of bonus

Bonus on damage, max +10

Disarming Attack

Str, Dex, Int

?30

Target loses weapon

Forced Movement

Int, Cha

?10

Opponent moves 5 feet

Immobilizing Shot

Str, Dex, Int

?20

Target can’t move until it makes a Str, Dex, or Escape Artist check

Inflict Penalty

Any

?10 per ?1 of penalty

Cause penalty to foe’s attacks, AC, checks, or saves, max ?5

Movement Damage

Str, Dex, Int , Wis

?10

Reduce foe’s speed by 5 feet

Sniping Shot

Dex, Wis

?20

Hit foe without line of sight

Surprise Shot

Dex, Int

?20

Deny foe Dex bonus to AC

Maneuver Drawbacks ( The Book of Iron Might Maneuvers Cheat Sheet 3 )
Name Keyword Penalty Reduction Description
Attack of Opportunity , Target Only Attack of Opportunity 5 or 10 Suffer attack of opportunity from target, perhaps ruining maneuver
Attack of Opportunity , Total Attack of Opportunity 10 or 15 Provoke attack of opportunity from all foes, perhaps ruining maneuver
Effects Only Damage 5 Inflict only maneuver effects, not standard damage
Free Strike Attack of Opportunity 10 Foe automatically hits with free strike
Full-Round Action Action 5 Maneuver requires full-round action
Opposed Check ? 5 Target makes opposed attack roll, skill check, or ability check to avoid effect
Overpowering Effort Effort 5 Lose Dex bonus to AC until next action
Overwhelming Effort Effort 5 Fall prone after completing maneuver
Reflective Attack Counter 5 Foe has chance to use your maneuver on you
Reflective Effects Counter 10 You suffer maneuver’s effects
Saving Throw ? 5 Target allowed save to avoid effects
 

Bonus Maneuvers!

A Book of Iron Might Web Enhancement By Mike MearlsThe innovative new maneuver system in Chapter Three of The Book of Iron Might allows you to create almost any effect from the ground up. To help get you started, this web enhancement features 18 new maneuvers that you can add to your game. The costs and effects for each one are spelled out, allowing you to modify the maneuvers as you see fit or use them as models for your own creations.

Agile Strike (Dexterity)
Effect: Deny Dexterity Bonus: -10
Drawback: Full-Round Action: +5
Net Effect: Total Penalty: -5
You dodge around an opponent, attacking him from an unexpected direction that leaves him defenseless.

Brutal Strike (Strength)
Effect: Ability Score Damage: -20
Drawback: Attack of Opportunity (Target Only): +5
Drawback: Overpowering Effort: +5
Drawback: Saving Throw (Fortitude): +5
Net Effect: Total Penalty: -5
Using your raw, brute force, you hammer an opponent with such tremendous power that you pop joints loose, shatter bones, and/or inflict a concussion.

Bonus Maneuvers!
Clever Disarm (Intelligence)
Effect: Disarming Attack: -20
Drawback: Free Strike: +10
Drawback: Full-Round Action: +5
Drawback: Overpowering Effort: +5
Net Effect: Total Penalty: +0
You seemingly drop your guard. As your opponent strikes at you, you lash out at his arm and force him to drop his weapon.Crippling Blow (Strength)
Effect: Disrupt Special Ability: -20
Drawback: Attack of Opportunity (Target Only): +5
Drawback: Full-Round Action: +5
Drawback: Overpowering Effort: +5
Net Effect: Total Penalty: -5
You attack with such vicious strength that you smash the organ or body part that a creature uses to generate a magical attack.

Ear Shot (Dexterity)
Effect: Deafening Attack: -10
Drawback: Attack of Opportunity (Target Only): +5
Drawback: Saving Throw (Reflex): +5
Net Effect: Total Penalty: -0
You slice at an opponent’s ear, taking off part of it with a surgeon’s precision. The flow of blood and the pain temporarily disrupts his hearing.

Entangling Attack (Strength)
Effect: Stagger: -10
Drawback: Opposed Check (Strength): +5
Net Effect: Total Penalty: -5
You lock blades with your foe, forcing him to waste a precious moment as he fights to break free of your attack.

Eye Strike (Intelligence)
Effect: Blinding Attack: -30
Drawback: Attack of Opportunity (Target Only): +5
Drawback: Effects Only: +5
Drawback: Full-Round Action: +5
Drawback: Saving Throw (Will): +5
Net Effect: Total Penalty: -10
You take careful aim and slash above an opponent’s eyes, using your knowledge of anatomy to hit in the perfect spot to blind him temporarily with the rushing blood of a light but messy wound.

Hamstring (Dexterity)
Effect: Movement Damage: -10
Drawback: Saving Throw (Reflex): +5
Net Effect: Total Penalty: -5
You dive low between an opponent’s legs, using speed and agility to slice into his legs and damage his mobility.

Leaping Power Slam (Strength)
Effect: Knockdown: -20
Drawback: Full-Round Action: +5
Drawback: Opposed Check (Strength): +5
Drawback: Effects Only: +5
Net Effect: Total Penalty: -5
You jump into the air and land on top of your foe in a desperate bid to knock him prone with your weight and power.

Mystical Strike (Intelligence)
Effect: Disrupt Special Ability: -20
Drawback: Attack of Opportunity (Target Only): +5
Drawback: Effects Only: +5
Drawback: Saving Throw (Will): +5
Net Effect: Total Penalty: -5
You carefully observe a creature’s actions, studying it to determine how it uses a magical attack. Once you identify the organs or body parts that generate the effect, you strike at them.

Pick Up and Fling
Effect: Bonus Damage (+4): -10
Effect: Knockback: -10
Drawback: Attack of Opportunity (Total): +10
Drawback: Full-Round Action: +5
Net Effect: Total Penalty: -5
A giant or other tall creature might simply attempt to grab a character and throw him through the air. This example shows how you can use the maneuver system to simulate such an action.
The knockback effect provides the best fit for the giant’s attack, while the bonus damage represents the additional crushing and impact inflicted as the giant slams into his foe. You could easily remove the Bonus Damage benefit along with the Full-Round Action drawback to create a maneuver with a +0 attack modifier.

Precise Strike (Wisdom)
Effect: Bonus Damage (+8): -20
Drawback: Attack of Opportunity (Target Only): +5
Drawback: Full-Round Action: +5
Drawback: Opposed Attack Roll: +5
Net Effect: Total Penalty: -5
You strike with an assassin’s patience, waiting for the perfect moment to push your blade past an opponent’s defenses. Against a poorly trained or incautious foe, you can score a deadly hit. Look at how this maneuver is built compared to wild swing below.

Pressure Point Strike (Wisdom)
Effect: Stun: -30
Drawback: Attack of Opportunity (Target Only): +5
Drawback: Full-Round Action: +5
Drawback: Saving Throw (Will): +5
Net Effect: Total Penalty: -15
Using your intuitive sense of an opponent’s body and the flow of his ki energy, you strike at a critical point that temporarily disables him.

Skull Ringer (Strength)
Effect: Daze Attack: -20
Drawback: Free Strike: +10
Drawback: Overpowering Effort: +5
Drawback: Saving Throw (Fortitude): +5
Net Effect: Total Penalty: -5
You swing with all your might at your opponent’s head, hoping to inflict a mild concussion that leaves him senseless for a critical moment. Unfortunately, this attack requires such a drawn-out windup that you leave yourself open to a counterattack. Still, the result is worth it.

Sucker Punch (Charisma)
Effect: Deny Dexterity Bonus: -10
Drawback: Overpowering Effect: +5
Net Effect: Total Penalty: -5
You feign weakness, hopefully causing your foe to relax long enough for you to get in a powerful shot against him.

Surgical Strike (Dexterity)
Effect: Ability Score Damage: -20
Drawback: Attack of Opportunity (Target Only): +5
Drawback: Effects Only: +5
Drawback: Full-Round Action: +5
Drawback: Saving Throw (Reflex): +5
Net Effect: Total Penalty: +0
With precise aim, you sever a tendon, break a bone, or otherwise hit a vital spot that impairs your opponent’s basic abilities.

Sweeping Strike (Strength)
Effect: Area Attack: -5/5-foot area
Drawback: Attack of Opportunity (Total): +10
Drawback: Full-Round Action: +5
Net Effect: Total Penalty: -5/5-foot area + 15, maximum -0
You throw your weight behind a single, arcing strike that slams through your opponents with brutal strength.

Wild Swing (Strength)
Effect: Bonus Damage (+8): -20
Drawback: Attack of Opportunity (Target Only): +5
Drawback: Full-Round Action: +5
Drawback: Overpowering Effort: +5
Net Effect: Total Penalty: -5
You put your full weight behind a single, devastating strike. If it hits, your opponent might be in no shape to make a counter attack.

 

 

 
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