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SangoProduction
2023-06-10, 11:50 PM
In PTU, you have "Full action, interrupt" maneuvers (with interrupt being a tag that basically means "take the action out of your next turn").
These maneuvers are for intercepting range, and melee attacks.

Obviously, in Pokemon, there's the type deal, which means someone could take like 4x damage while you would take 1/4 damage from a particular move, making it a particularly worthwhile action (even if it takes your entire next turn).
But, assume it was thus appropriately tuned for D&D.
Would this be something that you would use, assuming you wanted, and chose, to play a tank character?


Maneuver: Intercept Melee
Action: Full Action, Interrupt
Class: Status
Trigger: An ally within Movement range is hit by an
adjacent foe.
Effect: You must make an Acrobatics or Athletics
Check, with a DC equal to three times the number of meters they have to move to reach the triggering Ally; If you succeed, you Push the triggering Ally 1 Meter away from you, and Shift to occupy their space, and are hit by the triggering attack. On Failure to make the Check, the user still Shifts a number of meters equal a third of their check result.

Note: If the target that was Intercepted was hit by an Area of Effect Move, and the 1 meter push does not remove them from the Area of Effect, the Intercept has no effect since they are still in the area of the attack – it would cause the Interceptor to be hit by the Move however.



Maneuver: Intercept Ranged
Action: Full Action, Interrupt
Class: Status
Trigger: A Ranged X-Target attack passes within your Movement Range.
Effect: Select a Square within your Movement Range that lies directly between the source of the attack and the target of the attack. Make an Acrobatics or Athletics Check; you may Shift a number of Meters equal to half the result towards the chosen square. If you succeed, you take the attack instead of its intended target. If you fail, you still Shift a number of Meters equal to half the result.



Additional Rules
» Pokémon and Trainers may only Intercept against Priority and Interrupt Moves if they are faster than the user of those Moves.
» Moves that cannot miss (such as Aura Sphere or Swift) cannot be Intercepted.
» Pokémon and Trainers cannot attempt Intercepts if they are Asleep, Confused, Enraged, Frozen, Stuck, Paralyzed, or otherwise unable to move.
» Intercepts may not be used to move the Intercepting Pokémon or Trainer OUT of the way of an attack. They will always be hit, regardless.

Maat Mons
2023-06-11, 01:06 AM
In D&D, it’s often possible to make multiple attacks per turn. If you’re giving up the chance to make multiple attacks to negate just one attack, that’s probably not a good deal.

D&D already has Immediate Actions as a mechanic, and some exist that can be used to protect an ally from an attack.

SangoProduction
2023-06-11, 11:28 AM
Yeah, assuming it were balanced with D&D / pathfinder in mind.

Treblain
2023-06-12, 03:53 PM
Immediate actions kind of already work this way; if you use one, you lose your swift action next turn.

In Pathfinder there are the teamwork feats Intercept Charge (https://www.d20pfsrd.com/feats/combat-feats/intercept-charge-combat-teamwork) and Coordinated Charge (https://www.d20pfsrd.com/feats/combat-feats/coordinated-charge-combat-teamwork). Intercept Charge does take the movement out of your next turn. Normally you need your teammates to also take the teamwork feat to use them, but inquisitors can treat their allies as if they have any teamwork feats the inquisitor does.