jseah
2010-03-23, 06:09 PM
After reading the first three pages of the ToB Flavour thread, I note one interesting objection to ToB, in that it is basically like spells but not magic.
Well, I don't mind ToB (but people familiar with me will know I don't mind a lot of things) but an alternative occurred to me.
Give melee a set of... moves. Or heck, call it maneuvers since ToB use obsoletes this.
Each move allows a special set of actions, but has specific environmental requirements. All of them can be used at will. Make learning require BaB or a martial-type feat, and learn it off a martial scroll/book.
Basically, these would give physical attackers more combat options and yet keep the flavour of no-supernatural.
They aren't very powerful, but they are still more powerful than basic charges, balanced by them being situational, making physical combat more about achieving a situational advantage than dps.
Eg.
Fencer's Advance
Learning: Improved Disarm
Environment: You are weilding a bladed weapon suitable for weapon finesse, target enemy is within 1 move action, no more than 1 size category different from you and wielding a bladed weapon that can be disarmed.
Action: Move + Standard
Description:
You step into your enemy's reach and lock blades for a second before throwing his away and pushing him back.
Move into your enemy's square without provoking AoOs, then make a disarm attempt at +4 bonus. If you succeed, your enemy drops one bladed weapon of your choice in an adjacent (or this) square of your choice and moves back 5ft in the opposite direction that you last moved in.
Leap Off Walls
Learning: BaB +1
Environment: You are adjacent to a wall or solid barrier that you can push off, you are not fatigued/exhausted and you are weilding a weapon suitable for power attack, target object is within 1 move action
Action: Standard
Description:
You push off the wall behind you in a powerful leap and land a blow on your enemy.
Make a jump check to jump to a square rom which that you will have reach to your target, only your starting square provokes attacks of opportunity for moving. You count as having a running start for this check.
Make one attack at the end of that jump, the first 4 points of power attack incur no penalty. (the limit is still your BaB)
Well, I don't mind ToB (but people familiar with me will know I don't mind a lot of things) but an alternative occurred to me.
Give melee a set of... moves. Or heck, call it maneuvers since ToB use obsoletes this.
Each move allows a special set of actions, but has specific environmental requirements. All of them can be used at will. Make learning require BaB or a martial-type feat, and learn it off a martial scroll/book.
Basically, these would give physical attackers more combat options and yet keep the flavour of no-supernatural.
They aren't very powerful, but they are still more powerful than basic charges, balanced by them being situational, making physical combat more about achieving a situational advantage than dps.
Eg.
Fencer's Advance
Learning: Improved Disarm
Environment: You are weilding a bladed weapon suitable for weapon finesse, target enemy is within 1 move action, no more than 1 size category different from you and wielding a bladed weapon that can be disarmed.
Action: Move + Standard
Description:
You step into your enemy's reach and lock blades for a second before throwing his away and pushing him back.
Move into your enemy's square without provoking AoOs, then make a disarm attempt at +4 bonus. If you succeed, your enemy drops one bladed weapon of your choice in an adjacent (or this) square of your choice and moves back 5ft in the opposite direction that you last moved in.
Leap Off Walls
Learning: BaB +1
Environment: You are adjacent to a wall or solid barrier that you can push off, you are not fatigued/exhausted and you are weilding a weapon suitable for power attack, target object is within 1 move action
Action: Standard
Description:
You push off the wall behind you in a powerful leap and land a blow on your enemy.
Make a jump check to jump to a square rom which that you will have reach to your target, only your starting square provokes attacks of opportunity for moving. You count as having a running start for this check.
Make one attack at the end of that jump, the first 4 points of power attack incur no penalty. (the limit is still your BaB)