Editing Ogre:CharacterCodex:Combat:Maneuver

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Charging is a Long action that allows a character to move more than his or her speed and attack during the action. However, there are tight restrictions on how and when a character can charge.
 
Charging is a Long action that allows a character to move more than his or her speed and attack during the action. However, there are tight restrictions on how and when a character can charge.
  
'''Movement during a Charge:''' The character must move before his or her attack, not after. The character must move at least 10 feet or its Minimum distance before charging, whichever is higher. All movement must be in a straight line, with no backing up allowed. The character must stop as soon as he or she is within striking range of his or her target (the character can’t run past the target and attack from another direction). You cannot charge if your movement is hampered in any way, so you cannot charge if there is any speed penalty from terrain or wounds.
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'''Movement during a Charge:''' The character must move before his or her attack, not after. The character must move at least 10 feet and its maneuverability must allowed charge attack. All movement must be in a straight line, with no backing up allowed. The character must stop as soon as he or she is within striking range of his or her target (the character can’t run past the target and attack from another direction). You cannot charge if your movement is hampered in any way, so you cannot charge if there is any speed penalty from terrain or wounds.
  
'''Attacking after a Charge:''' After moving, the character may make a single melee attack. The character gets a bonus to damage if the attack succeed depending on its speed. Note that moving at high speed reduce your maneuverability and can incurs a penalty both to attack roll and Defense. See Movement Section for more details.
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'''Attacking after a Charge:''' After moving, the character may make a single melee attack. The character gets a +2 bonus on the attack roll. The character also takes a –2 penalty to his or her Defense during the Long Action.
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====Parrying====
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When you attack in melee, you can take a penalty on your attack roll and add the same number as a dodge bonus to your Defense. This mean that you use your weapon to parry incoming attack during your action. This number may not exceed your Melee rank. The Defense bonus is in effect between your attack declaration and your attack resolution.
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You cannot parry an armed strike when making unarmed attack except if you have the Improved Parrying feat.
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====Sunder====
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You can use a melee attack with a slashing or bludgeoning weapon to strike an object in order to break it.
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 +
If you’re attempting to sunder an object that your opponent is holding, follow the steps outlined here.
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First, you provoke an attack of opportunity from the target whose object you are trying to sunder.
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You must beat the defender Defense if you want to hit something held by an opponent. If you are using a slashing weapon, you suffer a -4 penalty to your check and a -8 penalty for piercing damage. You also have modifier depending of the size of the item you want to hit. If your skill is successful, you roll damage normally for the object.
  
 
{| border="1" cellpadding="5" cellspacing="0" style="text-align: left"
 
{| border="1" cellpadding="5" cellspacing="0" style="text-align: left"
!Speed
+
!Size
!Damage bonus
+
!Sunder Modifier
 
|-
 
|-
| Hustle
+
| Fine
 +
| -8
 +
|-
 +
| Diminutive
 +
| -4
 +
|-
 +
| Tiny
 +
| -2
 +
|-
 +
| Small
 +
| -1
 +
|-
 +
| Medium
 +
| 0
 +
|-
 +
| Large
 +
| +1
 +
|-
 +
| Huge
 
| +2
 
| +2
 
|-
 
|-
| Run
+
| Gigantic
 
| +4
 
| +4
 
|-
 
|-
| Dash
+
| Colossal
| +6
+
| +8
|-
 
| Sprint
 
| +16
 
 
|}
 
|}
 +
 +
See equipment section for an explanation of damage done to equipment.
  
 
====Grapple====
 
====Grapple====
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'''Escape from Pin:''' You can try to escape the pin by beating your opponent Stability with a Melee, Strike, Sweep or Escape Artist check. Escaping the pin does not mean that you have escape the grapple, you are still holding your opponent. You are still prone after escaping a pin.
 
'''Escape from Pin:''' You can try to escape the pin by beating your opponent Stability with a Melee, Strike, Sweep or Escape Artist check. Escaping the pin does not mean that you have escape the grapple, you are still holding your opponent. You are still prone after escaping a pin.
 
 
====Parrying====
 
When you attack in melee, you can take a penalty on your attack roll and add the same number as a dodge bonus to your Defense. This mean that you use your weapon to parry incoming attack during your action. This number may not exceed your Melee rank. The Defense bonus is in effect between your attack declaration and your attack resolution.
 
 
You cannot parry an armed strike when making unarmed attack except if you have the Improved Parrying feat.
 
 
====Power Attack====
 
When making an attack, you may choose to subtract a number from your attack rolls that does not exceed your Melee skill rank and add the same number to your melee damage rolls. The penalty on attacks and bonus on damage apply only for this attack.
 
 
If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can't add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)
 
 
====Precision====
 
You can sacrifice power for accuracy. When making an attack, you may choose to subtract a number from your damage rolls that does not exceed your Melee skill rank and add the same number to your Melee attack roll.
 
 
====Sunder====
 
You can use a melee attack with a slashing or bludgeoning weapon to strike an object in order to break it.
 
 
If you’re attempting to sunder an object that your opponent is holding, follow the steps outlined here.
 
 
First, you provoke an attack of opportunity from the target whose object you are trying to sunder.
 
You must beat the defender Defense if you want to hit something held by an opponent. If you are using a slashing weapon, you suffer a -4 penalty to your check and a -8 penalty for piercing damage. You also have modifier depending of the size of the item you want to hit. If your skill is successful, you roll damage normally for the object.
 
 
{| border="1" cellpadding="5" cellspacing="0" style="text-align: left"
 
!Size
 
!Sunder Modifier
 
|-
 
| Fine
 
| -8
 
|-
 
| Diminutive
 
| -4
 
|-
 
| Tiny
 
| -2
 
|-
 
| Small
 
| -1
 
|-
 
| Medium
 
| 0
 
|-
 
| Large
 
| +1
 
|-
 
| Huge
 
| +2
 
|-
 
| Gigantic
 
| +4
 
|-
 
| Colossal
 
| +8
 
|}
 
 
See equipment section for an explanation of damage done to equipment.
 
 
  
 
===Range Maneuver===
 
===Range Maneuver===
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====Charge====
 
====Charge====
 
As melee charge maneuver except that can only be used with thrown weapon.
 
As melee charge maneuver except that can only be used with thrown weapon.
 
====Power Attack====
 
As melee power attack maneuver except that can only be used with thrown weapon.
 
 
====Precision====
 
As melee precision maneuver.
 
  
 
====Sunder====
 
====Sunder====
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====Parrying====
 
====Parrying====
As melee parrying maneuver except that you cannot parry armed attack.
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As melee parrying maneuver except that you can parry armed attack, but you need to take a -2 penalty to get +1 defense bonus.
 
 
====Power Attack====
 
As melee power attack maneuver.
 
 
 
====Precision====
 
As melee precision maneuver.
 
  
 
===Sweep maneuver===
 
===Sweep maneuver===
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====Parrying====
 
====Parrying====
As melee parrying maneuver except that you cannot parry armed attack.
+
As melee parrying maneuver except that you can parry armed attack, but you need to take a -2 penalty to get +1 defense bonus.
 
 
====Power Attack====
 
As melee power attack maneuver.
 
 
 
====Precision====
 
As melee precision maneuver.
 
  
 
===Offensive Maneuver===
 
===Offensive Maneuver===
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====Disarm====
 
====Disarm====
Disarming an opponent is a two step attack. You must first pin the opponent weapon, then disarm your opponent.
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You may attempt to disarm an opponent. Doing so provoke an attack of opportunity from the target you are trying to disarm. If the defender’s attack of opportunity deals any damage, your disarm attempt suffer a penalty equal to the damage you have received.
  
Pinning consist at locking your opponent weapon with your own resulting in both opponent being unable to use their weapon. When pinning, your only attack possible with your weapon is a disarm check against the pinning opponent Wits to break free from the pin.  
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Make a Disarm check against the Wit resistance of your target. If you succeed using a weapon, you knock the opponent's weapon out of his hands and to the ground within 5 feet. If you succeed the disarm while unarmed, you end up with the weapon in your hand.
 
 
Once you have pin you opponent, you may disarm him by knocking the opponent's weapon out of his hands and to the ground within 5 feet. If you succeed disarming your opponent while unarmed, you end up with the weapon in your hand.
 
 
 
When attempting to pin your opponent, you cause an attack of opportunity from your opponent, but not while disarming an opponent. If the defender's attack of opportunity deals any damage, your disarm attempt suffer a penalty equal to the damage you have received.
 
  
 
You can use a disarm attack to snatch an item worn by the target. If you want to have the item in your hand, the disarm must be made as an unarmed attack. If the item is poorly secured or otherwise easy to snatch or cut away the attacker gets a +4 bonus. This otherwise functions identically to a disarm attempt, as noted above.
 
You can use a disarm attack to snatch an item worn by the target. If you want to have the item in your hand, the disarm must be made as an unarmed attack. If the item is poorly secured or otherwise easy to snatch or cut away the attacker gets a +4 bonus. This otherwise functions identically to a disarm attempt, as noted above.
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'''Tripping with a Weapon:''' Some weapons can be used to make trip attacks. In this case, you make a melee touch attack with the weapon instead of an unarmed melee touch attack, and you don’t provoke an attack of opportunity.
 
'''Tripping with a Weapon:''' Some weapons can be used to make trip attacks. In this case, you make a melee touch attack with the weapon instead of an unarmed melee touch attack, and you don’t provoke an attack of opportunity.
 
==Wound Maneuver==
 
On a Total Success when attacking an opponent, you land a solid blow that allow you to do more advanced damage. Your options are described in the following wound maneuver.
 
 
===Bleed===
 
Your opponent bleed by 1 point of damage per Total Success. When you are bleeding, each action longer than a short initiative and fast action make you lose some hit points. When you are doing light activity or stay put, you can manage to put pressure on your wound so it will not bleed any further.
 
 
Bleeding is not cumulative. An opponent suffers only the worse bleeding effect and totally ignores other bleeding effects. Bleeding effects are cumulative only if they are done in the same strike, i.e. : with two total success, you could chose to inflict a wound bleeding at a rate of 2 points of damage.
 
 
You can only give pain to living creatures with discernible anatomies-undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack.
 
 
===Crippled===
 
Your opponent suffers from an injury to one of its leg or other appendage used to move. When crippled, each movement square count as double.
 
 
Crippling effects are not cumulative. An opponent suffers only the worse crippling effect and totally ignores other crippling effects. Crippling effects are cumulative only if they are done in the same strike, i.e.: with two total successes, you could cripple your opponent for a x3 multiplier to movement square.
 
 
Only creature with discernible appendages that are used to move can be crippled. Oozes and incorporeal creatures are immune to crippling wound.
 
 
===Daze===
 
Your blow disoriented your opponent and it is dazed for a Short action. When dazed, you are disoriented and unable to take any action for a short period of time. If you were performing some action when receiving the stun, you automatically break your action with all consequences related to that.
 
 
Dazing blows duration are not cumulative, they overlap. Dazing blows durations are cumulative only if they are done in the same strike, i.e.: with two total successes you could stun your opponent for a Standard action. With three you could extend the duration to a Long Action.
 
 
You can only daze living creatures with discernible anatomies-undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack.
 
 
===Deep===
 
Your wound was deep causing more damage to your opponent. You can roll again damage for your strike and add it to damage already done from your initial success.
 
 
===Pain===
 
Your opponent is in terrible pain and received a -1 pain penalty for every action he takes.
 
 
Pain penalties are not cumulative. An opponent suffers only the worse pain effect and totally ignores other pain effects. Pain penalties are cumulative only if they are done in the same strike, i.e. : with two a total success, you could inflict a -2 pain penalty.
 
 
You can only give pain to living creatures with discernible anatomies-undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack.
 
 
===Sunder===
 
Your blow damage the armor, shield or weapon of your opponent as much as it hurt your opponent.
 

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