Maneuvers
Elves may suck, but there's no denying this is awesome. |
Details such as range and other variables have been intentionally omitted and are up to the Ref to determine based on any relevant factors such as distance, level, skill level, hit dice, or other circumstances. As combat is a major component of RPGs, it is advised that effects have a short duration, have limited or situational application, and do not adversely affect the actions of other PCs or rob enemies of actions in order to preserve player agency and the challenging elements of combat.
This table will be added to periodically, and readers are welcome to make their own suggestions as well.
d20 Maneuvers
1
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Act first in initiative the next round
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2
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Attack again after a successful hit
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3
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Conceal yourself more effectively in cover, gaining an additional bonus to Armor rating
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4
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Direct an ally or henchman in lieu a normal action, allowing them to use one of the standard combat options as a Fighter or take an additional minor action
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5
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Disarm an opponent/remove a worn item
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6
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Disorient an opponent
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7
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Double an attack's damage, breaking the weapon in the process
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8
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Drive an opponent back
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9
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Gain an Armor rating bonus for the next round
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10
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Grapple an opponent after a successful attack
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11
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Impress bystanders with showy moves, granting social benefits. The bystanders must not be terrified, attacked by the PCs, or wounded in the combat or any benefits are lost.
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12
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Jump from a mount’s back after making an attack to make a second attack
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13
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Knock an opponent to the ground
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14
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Move again after attacking
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15
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Read a weakness in your opponent’s combat style and gain an attack bonus against it
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16
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Redirect an opponent’s next attack to a different target
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17
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Reduce equipment failure chances or reroll if it has failed (firearm misfires, for example)
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18
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Reload more rapidly
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19
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Save with your Strength or Dexterity bonus as appropriate
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20
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Score a critical hit in exchange for allowing the opponent you’re engaged with to attack you first
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