Coidzor
2015-01-29, 02:51 AM
On the surface it seems like, hey, forcing enemies to move would be a good tool in the arsenal of a martial-type that wants to have some control in their arsenal.
Unfortunately, between the action economy and lack of real consequences beyond being moved away from either a more vulnerable partymember that the creature being bull rushed is singlemindedly focusing on or sometimes moved away from its own allies to cease benefiting from a situational limited range buff or something, bull rushing is largely useless without a way to add damage to it via the Dungeoncrasher Fighter ACF and feats like Knockback and, preferably, a way to not have to move with one's opponent when one bull rushes them unless one wants to move with them.
I've only skimmed the PF section on bull rushing, and I'll go back and revisit it here soon, but aside from being altered to fit into the CMB/CMD mechanic, bull rushing still seems largely in the same place as in 3.5, though there's a couple of feats I still haven't fully learned/memorized in PF that are also nifty uses for bull rushing, I think.
So without making Dungeoncrasher or Knockback a standard part of bull rushing, what would you do? Have you run into anything homebrew-wise or house-rule-wise of note or interest?
Also, what do you think of this idea I recently had of allowing one to make bull rush attempts as part of a full-attack and give a sort of pseudo-spring-attack so that one can, say, bull rush for all of one's iteratives so long as one still has movement left, and one can move double one's move speed as in a charge so long as all of that move speed is spent inside a bull rush or another?
It won't *fix* most of the problems, but it would allow some options for repositioning, say, full attacking an enemy with 3 attacks and using two of the attacks to damage them and the final attack to try to reposition them so that they've got to decide between dealing with you or using a withdraw action to try to get back at another party member, effectively wasting their turn in exchange for part of one's full attack and setting one up for a charge.
I was also looking at the caber weapon from dragon magazine which forces a reflex save in order to *not* have to move out of the AoE and wondering if a feat or related special attack/combat maneuver would be in order to try to force an opponent to make a sort of... off-turn 5 foot or maybe even 10 foot step, though that's just the barest glimmer of a concept right now.
Unfortunately, between the action economy and lack of real consequences beyond being moved away from either a more vulnerable partymember that the creature being bull rushed is singlemindedly focusing on or sometimes moved away from its own allies to cease benefiting from a situational limited range buff or something, bull rushing is largely useless without a way to add damage to it via the Dungeoncrasher Fighter ACF and feats like Knockback and, preferably, a way to not have to move with one's opponent when one bull rushes them unless one wants to move with them.
I've only skimmed the PF section on bull rushing, and I'll go back and revisit it here soon, but aside from being altered to fit into the CMB/CMD mechanic, bull rushing still seems largely in the same place as in 3.5, though there's a couple of feats I still haven't fully learned/memorized in PF that are also nifty uses for bull rushing, I think.
So without making Dungeoncrasher or Knockback a standard part of bull rushing, what would you do? Have you run into anything homebrew-wise or house-rule-wise of note or interest?
Also, what do you think of this idea I recently had of allowing one to make bull rush attempts as part of a full-attack and give a sort of pseudo-spring-attack so that one can, say, bull rush for all of one's iteratives so long as one still has movement left, and one can move double one's move speed as in a charge so long as all of that move speed is spent inside a bull rush or another?
It won't *fix* most of the problems, but it would allow some options for repositioning, say, full attacking an enemy with 3 attacks and using two of the attacks to damage them and the final attack to try to reposition them so that they've got to decide between dealing with you or using a withdraw action to try to get back at another party member, effectively wasting their turn in exchange for part of one's full attack and setting one up for a charge.
I was also looking at the caber weapon from dragon magazine which forces a reflex save in order to *not* have to move out of the AoE and wondering if a feat or related special attack/combat maneuver would be in order to try to force an opponent to make a sort of... off-turn 5 foot or maybe even 10 foot step, though that's just the barest glimmer of a concept right now.