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ThermalSlapShot
2015-07-12, 06:24 PM
I started on a fighter rework, some day I'll polish that up, but I've come to realize something. The issues with martials in 5e can't be completely fixed by class design alone. One of the big issues with martials is that the combat system within 5e is too... bare bones for anything other than *I move and hit*.

This is no where near as polished as I want it to be, but this is the start. These rules are for PCs as monsters have their own neat tricks that they can do and use.

I'm converting this to the second of three chapters in my Core Combat Rules Rewrite/Fix. I don't really need to change much except make this a martial/partial martial only page.


Chapter Y: Martial Combat Rules

If you are a Martial or Partial Martial and have proficiency in the weapon you are using and a high enough ability score you may use any of the following six basic rules during combat.

These six basic rules may also be used by Valor Bards, Tempest Clerics, War Clerics, and Blade Pact Warlocks if they meet the prerequisites.

Combat Assistance
Int, Wis, or Cha 13+

As an action choose a target within range of your weapon attack, you may give up all of your weapon attacks you can make and instead allow a number of attacks before the start of your next turn, made against the same target, to benefit from advantage. You are going through the motions of attacking and may even lash out or fire upon the target, but your real goal is to get them in position for your ally’s attack.

Defender
Str or Dex 13+

As an action, you may give up your weapon attacks for your turn in order to be able to make any number of OA until the start of your next turn. Creatures provoke OA when they attack creatures adjacent to you, move into your melee weapon reach, or cast a spell (this OA happens before the spell is finished).

Special: If you have a Str or Dex of 17+ you may use your action to make one weapon attack but give your extra attack to use Defender. You have the Extra Attack class feature to use this. If you gain more than one extra attack (Fighter 11) you only have to give up one of them to use this.

Defensive Fighting
Int or Wis 13+

The first time you make a weapon attack or maneuver on your turn you may decide to fight defensively. Until the start of your next turn...

You have disadvantage on attack rolls and maneuver checks (including the triggering attack/maneuver)
You have advantage on saving throws
Enemies have advantage on saving throws against your effects
Enemies have disadvantage on attack rolls and maneuver checks against you
While using Defensive Fighting you can never benefit from any source of advantage in order to off set the disadvantage from this feature. A Barbarian using Defensive Fighting and Reckless attack would still have disadvantage on attack rolls and maneuver checks.


Secondary Attack
Str or Dex 13+

Whenever you take an action to make a weapon attack you may follow up that weapon attack with a bonus action weapon attack using the same weapon or another weapon. This weapon attack deals no higher than 1d6 damage and does not add your ability modifier.

Special If you have a Int or Wis score of 13 or higher you may give up this attack (and its bonus action) for Combat Assistant or Defender.

Power Attack
Str 13+

Whenever you attempt a Strength based weapon attack, subtract a number from your proficiency bonus. Add triple that amount to the damage roll. If you have multiple attacks you may power attack with any number of your attacks, choosing as you make the attack if you will use Power Attack. You can not use Power Attack to bring your Proficiency Bonus below 1.

Weapon Finesse
Dex 13+

Give the following weapons the *finesse* feature (dex to attack and damage): One handed weapons, versatile weapons used in one hand, and two handed weapons (but if the 2 handed weapon damage die is higher than a d8, then it becomes a d8).



Maneuver Checks

Anytime a Martial or Partial Martial character makes a weapon attack you may replace that attack with a maneuver. Performing a maneuver is called a maneuver check. Maneuver checks are implemented in order to speed up play, you can use Athletics and Acrobatic contests if you wish.

Martial: Levels in a PC class that doesn't grant spell slots. Example: Barbarian, Fighter, Monk, and Rogue.

Partial Martial: Levels in a PC class that grants no more than partial spell slots and you have extra attack or sneak attack. Examples: Eldritch Knight, Paladin, Ranger and Arcane Trickster.


When attempting a maneuver check you make a saving throw versus a target number. The target number is the ability score of the target’s choosing between Strength and Dexterity. Some maneuvers may target different ability scores when used. Whenever you perform a maneuver check you must use the ability score that is shown with the maneuver, however sometimes you may get to choose from two different ability scores.

If you are proficient with the saving throw for the ability score that a maneuver calls for then you add your proficiency bonus to the maneuver check.

Maneuver checks are 1d20 + Ability Score + Proficiency Bonus (if proficient). You may only add one ability modifier to the maneuver check even if you have a feature that would typically allow you to add more than one ability modifier to saving throws using that score (though features like the Paladin’s allow them to replace their Str or Dex modifier with their Charisma modifier if they so wish).

Anytime the target has a bonus or penalty to weapon attack rolls or attack rolls in general they gain the same bonus or penalty to the maneuver check (advantage or disadvantage).

Expertise does not affect a maneuver check.

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Example Maneuver Checks

Gary and Joan are practicing their maneuvers. Gary is a Rogue while Joan is a Fighter.

Gary attempts to trip Joan, however since Gary is not proficient with Str Saving Throws, Gary is not Proficient with Strength Maneuver Checks. Gary rolls 1d20 + Str Modifier versus the target number of Joan’s choice. Joan has a higher Strength than Dexterity and thus uses Strength to resist the Gary’s maneuver.

Joan is not tripped and in turns decided to trip Gary. Joan is proficient with Strength Saves and thus is Proficient with Strength Maneuver Checks. Joan rolls 1d20 + Prof Bonus + Str Modifier. Gary has a higher Dex than Str and uses that to defend against Joan’s trip.

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Maneuvers

Grapple: Strength Maneuver Check

You need at least one hand free to perform a grapple, using two hands during the grapple gives you advantage on the maneuver check.
Target’s Speed becomes 0
Your speed is halved but you may drag the target with you if you decide to move
You have a chance to stop any force movement or spell (such as Freedom of movement or teleportation effect) that would cause your grappled target to go free by making another maneuver check as a reaction versus's the spell's DC. If you win then the target does not benefit from any source that would allow them to automatically remove themselves from the grapple.


Special: As an Action you may attempt to restrain target with a strength maneuver check, you must use two hands.
Against a restrained target attack rolls versus the target have advantage and the restrained target has disadvantage on attack rolls and dexterity saving throws.

Trip: Strength Maneuver Check

Target becomes prone.
Gain advantage on the maneuver check if you have a trip weapon.
May trip a target by grabbing and throwing them up to 10’ away. Perform two maneuver checks, if you pass the first you move the target 10' and if you pass the second then the target is prone.


Bull Rush/Move Aside: Strength Maneuver Check

Push or Slide the target 10’, you may move with the creature to stay adjacent to the target without provoking OA.
You may perform this maneuver with a shield as a bonus action instead of replacing your weapon attack.
May perform the Push as part of a melee weapon attack if you move 10’ or more before making the weapon attack.


Climb Onto a Bigger Creature: Strength or Dexterity Maneuver Check

You climb onto the target and share its space, you must have at least one hand free and the target must be at least one size larger than you. Whenever the target moves you go with them, even if the source of the movement is from magical means such as teleporation or freedom of movement that typically allow a creature to move away without others.
If the target of your Climb Onto a Bigger Creature maneuver is unaware of you, or can't see you, you can use the maneuver as a bonus action.


Tumble: Dexterity Maneuver Check

You may disengage from adjacent targets and move through their space.
The defender may choose between Dexterity and Intelligence
Special: If you have no weapons or shield in either hand you gain advantage on your Tumble Maneuver check.
Special: If you have Dex 17+ you may use Tumble as a Bonus Action.


Overrun: Strength Maneuver Check

You may move through other creatures space. You do not provoke OA from the creature’s whose space you move through. Creatures take unarmed damage if you succeed with your maneuver check.
Special: If you have Str 17+ you may use Overrun as a Bonus Action.


Disarm: Strength Maneuver Check

You cause an item you can see on the target to fall to the ground. Some items may not fall as easily as others. If you have a disarming weapon (such as a rapier) you may use the Disarm maneuver as a bonus action.
You may use your “Use and Item Action” to catch the item, pick up the item, or somehow push the item away from the target (up to 20’ away).


Intimidating Display: Strength or Charisma Maneuver Check (Versus Str or Cha)

You cause an enemy that can see you within 20 to become intimidated by your display, until the start of your next turn the target has disadvantage on attack rolls or ability checks (your choice) while it can see you.
Unlike other maneuvers you may make a strength or charisma maneuver check against the target’s choice of strength or charisma.



Sunder: Strength Maneuver Check

You may target an item or body part and give it the *broken* condition if it is an item and the *hurt* condition if it is a body part. Some examples are below but a DM may expand upon the options.

Weapon: disadvantage on attack rolls till fixed

Shield: No AC bonus till fixed

Armor: -2 AC bonus till fixed

Charged Item: Maximum charges the item may have is reduced to 2.

Arm: Disadvantage on attack rolls for 1 round using the arm targeted by the sunder.

Leg: Speed reduced by 10' for 1 round when using legs as a movement mode (may target wings in same fashion).


I've decided to break up sunder into two different maneuvers.

Break: Targets items and gives them the broken condition based on what the item is this broken will do different things (like shown above). Broken items are not necessarily destroyed, just messed up in some way. The blade of a sword may be fine, but the base may need repaired.

Hobble: Targets specific body parts, each will have their own detriment.

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Note: Combat Feats (such as sentinel and polearm master) are not used with this variant since this takes many of them and put them into the core combat rules.

As is, there is no size stipulation for maneuvers. Colossal creatures typically will have larger strength scores which would make grappling hard to do on a base level and you don’t need to make it any harder on the PC to attempt something cool.

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One thing that this does is gives brand new options that are useful when a creature has immunity or resistance to weapon attacks.

Also, grapples are a lot harder to escape from automatically. Sure teleportation and freedom of movement can help, but it isn't a guaranteed thing anymore. To many of the base rules allow for magic to invalidate martials and the grapple fix is one that I would be glad to see gone.

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As a DM I would say that if the player doesn't need to look up the Maneuver during their turn then they can use the Maneuver. Having Maneuver cards and reading them before their turn is acceptable though :).





Colossian Jumper
Str 17+, Pure Martial

Whenever you jump from a target of "Climb onto a bigger creature" and attack a creature you have advantage on the attack roll. If you decide to, you may land on another creature and perform the "climb onto a bigger creature" Maneuver with advantage.

Additionally anytime you jump from the target of your "Climb onto a bigger creature" you count as having a running jump.

As a reaction, when the target of your "Climb into bigger creature" Maneuver is brought to 0hp you may make a jump which may include a weapon attack or "Climb onto a bigger creature" maneuver check at the end of the jump.

Frog Drop
Str 17 (Dex 17 for Monk), Pure Martial

When you jump you may attempt to land in a target's space as an action. Make a Overrun attempt against the creature and all adjacent creatures. On a success the targets take unarmed strikes damage. You and the target of your Frog Drop are squeezing until one of you moves from the space.

If you fail the Maneuver check you are pushed away to the nearest unoccupied square in the direction you jumped from or as the DM deems appropriate.

Gr7mm Bobb
2015-07-12, 07:06 PM
If your group is into this kind of heightened complexity to their game, more power to you. Have you looked at the DMG's section on combat maneuvers though? A lot of what you have here is similar.

ThermalSlapShot
2015-07-12, 11:50 PM
If your group is into this kind of heightened complexity to their game, more power to you. Have you looked at the DMG's section on combat maneuvers though? A lot of what you have here is similar.

Yes however those extra options have issues themselves plus not everyone I play with has access to the DMG.

Instead of reproducing rules that have their issues (and leads toward the *move and hit* problem) I would rather just fix the system that they run off from.

And really, it isn't all that complex, relative to many other systems including 3.X and 4e. The first 6 options won't always be used by a single player in every single battle. At most I'm sure weapon finesse and power attack will be used but then the others will be used only by people who specifically want to use them (such as defender).

If a player likes the current *move and hit* system they can still use it while another uses the options provided above.

And really with so many casting/partial casting classes in 5e, it isn't like this will slow down game play any more than a choosing one of those classes.

Steampunkette
2015-07-13, 12:19 AM
These sure are interesting, and in specific combats might even be worthwhile!

But 9 times out of 10, just moving and attacking are going to be more useful.

Maybe try to design some options that trigger off hits, instead. Or otherwise maintain the benefit of trying to hit your target.

How about having combat assistance require attack rolls that do stat mod worth of damage on a hit and confer a number of advantage attacks equal to the hits, instead of forgoing damage altogether?

ThermalSlapShot
2015-07-13, 07:20 AM
These sure are interesting, and in specific combats might even be worthwhile!

But 9 times out of 10, just moving and attacking are going to be more useful.

Maybe try to design some options that trigger off hits, instead. Or otherwise maintain the benefit of trying to hit your target.

How about having combat assistance require attack rolls that do stat mod worth of damage on a hit and confer a number of advantage attacks equal to the hits, instead of forgoing damage altogether?

I have design ideas for bonus action maneuvers, for specific instances, like using Bullrush with a shield as a bonus action.

Still working out how others will be able to use their bonus action for the maneuvers. For most of them I'm thinking Str/Dex/Cha 17 prerequisite would work well enough (Cha for Intimidating Display).

I don't really want to rely on feats to do this though. I rather keep feats for expanding on what a Maneuver can do.

Example of what a Feat should do to expand options.

Frog Drop
Str 17 (Dex 17 for Monk)

When you jump you may attempt to land in a target's square as an action. Make a Overrun attempt against the creature and all adjacent creatures. On a success the targets take unarmed strikes damage.

If you fail the Maneuver check you are pushed away to the nearest unoccupied square in the direction you jumped from or as the DM deems appropriate.


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Also some of these have set up potential to help out others. If you are a Fighter and you grapple/restrain a target then your rogue/caster/partial martial friend will love you.

Others have increased maneuvability options. There is a line of monsters between you and the wizard? Overrun the line, then give up your other attacks to defend the wizard. A level 5 martial such as the Fighter/Barbarian/Monk/Paladin would be able to go all action/martial arts hero.

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Also, combat assistance is essentially a scaling help action, didn't see a reason to really upgrade it though. The help action is very very nice in combat... Especially for those having a bad luck day haha.

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I see maneuvers the same as casting spells as a cleric. Sure most of the time you are content to run around and bash people in the face (via mace or sacred Flame) or help out an ally.

But when the situation comes up and you need to be awesome in another way, other than damage, you have options to use.

Side note: With these maneuvers/rules it seems that clerics would excel but without the resilient (Str) or (Dex) feat the cleric won't have proficiency with the maneuvers but can still use the base rules just fine. Plus IF a cleric takes Resilient it would probably help more if it was Resilient (Con), Warcaster is nice but Resilient Con is so much better mid to late game.