Maneuvers

Elves may suck, but there's no denying this is awesome.
Under the rules of my Combat skill, Fighters gain unique combat options as they advance. Each time they gain a level of the skill, the Ref and the player collaborate to customize a maneuver that will be for that character only, reflecting their talents and combat experience. I gave several examples in the original post, but here are some more to help Referees flesh out NPC Fighters or roll on if a player would rather progress randomly.

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
Act first in initiative the next round
2
Attack again after a successful hit
3
Conceal yourself more effectively in cover, gaining an additional bonus to Armor rating
4
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
5
Disarm an opponent/remove a worn item
6
Disorient an opponent
7
Double an attack's damage, breaking the weapon in the process
8
Drive an opponent back
9
Gain an Armor rating bonus for the next round
10
Grapple an opponent after a successful attack
11
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.
12
Jump from a mount’s back after making an attack to make a second attack
13
Knock an opponent to the ground
14
Move again after attacking
15
Read a weakness in your opponent’s combat style and gain an attack bonus against it
16
Redirect an opponent’s next attack to a different target
17
Reduce equipment failure chances or reroll if it has failed (firearm misfires, for example)
18
Reload more rapidly
19
Save with your Strength or Dexterity bonus as appropriate
20
Score a critical hit in exchange for allowing the opponent you’re engaged with to attack you first

Comments

Popular Posts

The faded luster of Mork Borg: Reflections on game aesthetics and tone (w/ bonus Goblin Golem!)

XENO Minimalist Sci-Fi Horror RPG Review (w/ bonus Xeno mission objectives!)

Vermis: Lost Dungeons and Forbidden Woods RPG artbook review (w/ bonus Goblin Knight stats!)

Running Vermis; or "oracular meta-fiction as roleplaying setting"

3 Vermis Session Reports In Brief, with notes on running in different systems

The LotFP d6 Skill System

Mork Borg Session: Rotblack Sludge

Vermis 2: Mist & Mirrors Review (w/ bonus Scooby Doo Hallway portals!)

Alp-luachra, the Joint-Eater

Green Knight RPG Review