Very Hot Topic (More than 25 Replies) Another take on a small selection of Combat Manoeuvres (Read 4655 times)
PulpCitizen
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Another take on a small selection of Combat Manoeuvres
Feb 24th, 2012 at 6:27am
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With a few sessions of our new V&V campaign under our belts, and without a rules upgrade imminent (but would love to see it one day!), and having looked at John's stuff and one of Majestic's suggestions, and being a bit of a rules tinkerer (I have a wee credit in the Pulp City miniatures rules as part of the Games Development Team), I thought I would add a couple of extra options to our selection.

Aim and Slam were inspired by John, but done differently, hopefully for simplicity, and similarly Dodge was inspired by Majestic, but toned down somewhat.

Comments and criticism welcome!


Combat Maneuvers

Aim: Requires one Action to use and declare a target; the next action by the character using Aim must be an attack against that target or the benefits are lost. With the Aim attack, add +4 to the to hit roll required.

Dodge: Use with Evade, with PR cost = 2; adds +1/10 of Agility (rounded down) to Evasion bonus.

Power Up: Uses an Action, PR expenditure (variable) and must declare a target; the next Action by the character using Power Up must be an attack against that target or the benefits are lost. With the Power Up attack treat die rolls less than the Power expended for Power Up as being equal to the Power spent (to a maximum of the die result). Power Up can only be used to affect dice for Carry Capacity-based damage or damage from powers; for example, if using a sword, only the base HTH damage could be affected, not the extra dice/damage from the sword itself. Devices, Magic/Psionic Items, and technological weapons cannot be affected.

Slam: Add velocity damage to damage from an unarmed HTH attack; half of the extra damage from velocity is applied to the attacker using the Slam.
« Last Edit: Mar 3rd, 2012 at 12:23pm by PulpCitizen »  
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dsumner
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Re: Another take on a small selection of Combat Manoeuvres
Reply #1 - Mar 22nd, 2012 at 8:59am
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Some how I missed these when they were posted.

Aim, I'm guessing it'd be considered a special attack, correct? Or am I reading to much into it?

I like the idea of Dodge, but I may tinker with it a bit, to give characters with high Agility scores more of a bonus.

  

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Re: Another take on a small selection of Combat Manoeuvres
Reply #2 - Mar 26th, 2012 at 2:50pm
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a goldmine of convertable material on the subject is Herogames's Ultimate Martial Artist (for 5th edition)
  
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Re: Another take on a small selection of Combat Manoeuvres
Reply #3 - Mar 27th, 2012 at 1:51pm
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dsumner wrote on Mar 22nd, 2012 at 8:59am:
Some how I missed these when they were posted.

Aim, I'm guessing it'd be considered a special attack, correct? Or am I reading to much into it?

I like the idea of Dodge, but I may tinker with it a bit, to give characters with high Agility scores more of a bonus.



Take a look at how we do Dodge (link above), as I think it's just what you're looking for.
  
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Re: Another take on a small selection of Combat Manoeuvres
Reply #4 - Mar 27th, 2012 at 10:34pm
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maybe temporarily blinding or deafening strikes, martial throws/legsweeps, nerve strikes, killing strikes, etc.
  
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Re: Another take on a small selection of Combat Manoeuvres
Reply #5 - Mar 28th, 2012 at 4:34pm
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I like the idea of a making a special attack to temporarily blind someone, say something like this:

Special Attack: Blinding Strike: The target of the attack is temporarily blinded for 1d3 phases, and is affected as though struck with a Darkness Control Attack. -4 to all attack rolls, unless the character has some sort of ability that would compensate for his like of sight.

Killing strikes could be worked as a modified version of Death Touch (I'll play around and see what I can come up with), and for Nerve Strikes, you could use Ken Cliffe's for Nerve Pinches in Supercrooks and Criminals, and Vigilantes International. They're pretty simple to use, and don't throw off game balance. He's also got rules for Acrobatics.

I could also see some type of special "Stunning" Attack, where the target would act as though they were fatigued, until they could shake off the effects (make their save).
  

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Re: Another take on a small selection of Combat Manoeuvres
Reply #6 - Mar 28th, 2012 at 5:08pm
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OK, after a few quick thoughts, how's this sound:

Stunning Blow: By making a special attack, you can stun your target. You're target, must make a save vs. END (d20), or is stunned by your attack, and acts as though fatigued until the effects of the attack can be shaken off, or for 15 minutes - the difference (1 minute per point) you failed your save by. Sound reasonable? I'm working Death Blow (thanks for the Idea Bill), and Deafen.
« Last Edit: Sep 18th, 2014 at 1:59am by dsumner »  

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Re: Another take on a small selection of Combat Manoeuvres
Reply #7 - Mar 28th, 2012 at 11:07pm
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my pleasure, man. Seriously, Hero Games Ultimate Martial Artist is a massive goldmine of inspiration if you ever get a chance to flip around in it.
  
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Re: Another take on a small selection of Combat Manoeuvres
Reply #8 - Mar 29th, 2012 at 5:43pm
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dsumner wrote on Mar 28th, 2012 at 5:08pm:
OK, after a few quick thoughts, how's this sound:

Stunning Blow: By making a special attack, you can stun your target. You're target, must make a save vs. END (d20), or is stunned by your attack, and acts as though fatigued until the effects of the attack can be shaken off, or for 1 hour - their END score in minutes. Sound reasonable? I'm working Death Blow (thanks for the Idea Bill), and Deafen


I like it, but think the amount of time the person is stunned is a bit too harsh.  I think it would be better to have it be 30 (or even 25) minutes, minus E.  That way a normal human is still stunned for 15-20 minutes but a super (especially someone with a high E) can shrug it off far quicker.
  
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Re: Another take on a small selection of Combat Manoeuvres
Reply #9 - Mar 29th, 2012 at 11:49pm
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Majestic wrote on Mar 29th, 2012 at 5:43pm:
dsumner wrote on Mar 28th, 2012 at 5:08pm:
OK, after a few quick thoughts, how's this sound:

Stunning Blow: By making a special attack, you can stun your target. You're target, must make a save vs. END (d20), or is stunned by your attack, and acts as though fatigued until the effects of the attack can be shaken off, or for 1 hour - their END score in minutes. Sound reasonable? I'm working Death Blow (thanks for the Idea Bill), and Deafen


I like it, but think the amount of time the person is stunned is a bit too harsh.  I think it would be better to have it be 30 (or even 25) minutes, minus E.  That way a normal human is still stunned for 15-20 minutes but a super (especially someone with a high E) can shrug it off far quicker.


Hmmm....how's 15 minutes - the difference (1 minute per point) you failed your save by sound?
« Last Edit: Mar 29th, 2012 at 11:49pm by dsumner »  

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Re: Another take on a small selection of Combat Manoeuvres
Reply #10 - Mar 30th, 2012 at 4:18am
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either way, it translates to "waaay after the fight is over" . are usual wake-up rolls applicable?
  
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Re: Another take on a small selection of Combat Manoeuvres
Reply #11 - Mar 30th, 2012 at 5:49am
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dsumner wrote on Mar 22nd, 2012 at 8:59am:
Some how I missed these when they were posted.

Aim, I'm guessing it'd be considered a special attack, correct? Or am I reading to much into it?


I just see Aim as a way of using up an action to reap a benefit, especially for those characters afflicted with attacks based on the HTH column!  Grin

So basically, you Aim for one Action, for +4 to hit but your next Action after that must be an attack against the target designated by the aim, or else the bonus is lost.
  
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Re: Another take on a small selection of Combat Manoeuvres
Reply #12 - Mar 30th, 2012 at 10:15am
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Bill Kropp wrote on Mar 30th, 2012 at 4:18am:
either way, it translates to "waaay after the fight is over" . are usual wake-up rolls applicable?


They're not knocked out, just stunned. They can "shake it off" by making their saving throw.
« Last Edit: Aug 20th, 2012 at 11:29am by dsumner »  

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Re: Another take on a small selection of Combat Manoeuvres
Reply #13 - Mar 30th, 2012 at 10:24am
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PulpCitizen wrote on Mar 30th, 2012 at 5:49am:
dsumner wrote on Mar 22nd, 2012 at 8:59am:
Some how I missed these when they were posted.

Aim, I'm guessing it'd be considered a special attack, correct? Or am I reading to much into it?


I just see Aim as a way of using up an action to reap a benefit, especially for those characters afflicted with attacks based on the HTH column!  Grin

So basically, you Aim for one Action, for +4 to hit but your next Action after that must be an attack against the target designated by the aim, or else the bonus is lost.


Sounds good to me.
  

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Re: Another take on a small selection of Combat Manoeuvres
Reply #14 - Mar 30th, 2012 at 3:08pm
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another way to represent nerve strikes would (rather than ko potential) be to let them bypass Invulnerability or Armor (partially or in full) or possibly prevent rolling with the damage (or requiring a save to roll)
  
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Re: Another take on a small selection of Combat Manoeuvres
Reply #15 - Mar 30th, 2012 at 9:01pm
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Bill Kropp wrote on Mar 30th, 2012 at 3:08pm:
another way to represent nerve strikes would (rather than ko potential) be to let them bypass Invulnerability or Armor (partially or in full) or possibly prevent rolling with the damage (or requiring a save to roll)


I'd have to think about the Invulnerability, but I can't see someone with full set of Armor B (say someone decked out like Iron Man) being affected much by a nerve strike.
  

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Re: Another take on a small selection of Combat Manoeuvres
Reply #16 - Mar 30th, 2012 at 11:58pm
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dsumner wrote on Mar 30th, 2012 at 9:01pm:
I'd have to think about the Invulnerability, but I can't see someone with full set of Armor B (say someone decked out like Iron Man) being affected much by a nerve strike. 


Unless you're the Mandarin. He did it to Iron Man once
  

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Re: Another take on a small selection of Combat Manoeuvres
Reply #17 - Mar 31st, 2012 at 1:49am
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point taken... maybe by striking at armor joints etc could still have a chance tho... possibly halving ADR for purposes of attack?
alternately, this could be a totally different maneuver for fighting armored foes...
  
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Re: Another take on a small selection of Combat Manoeuvres
Reply #18 - Apr 6th, 2012 at 6:27pm
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also, these super-martial-artsy tricks make good extra abilities for when you roll under the 20% for Natural Weaponry.
  
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Re: Another take on a small selection of Combat Manoeuvres
Reply #19 - Aug 18th, 2012 at 3:52pm
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I have been rethinking Power Attack instead of Power Up (to simulate hay-makers, full-power blasts, Clobberin' Time etc.):

Power Attack: Costs an extra PR = 2 in addition to any usual power cost. Make an extra to hit roll, if all hit rolls succeed the attack hits, if one fails the attack misses.If this is combined with a special attack simply add an extra to hit roll required. The damage from a Power Attack is rolled twice, always applying the highest result.
  
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Re: Another take on a small selection of Combat Manoeuvres
Reply #20 - Aug 20th, 2012 at 11:42am
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Stunning Blow 2.0: By making a special attack, you can stun your target. You're target, must make a save vs. END (d20), or is stunned by your attack, and acts as though fatigued until the effects of the attack can be shaken off (1d6 turns). Sound better than the first version?

I'm still tinkering with Death Blow, but I'm thinking it would work like this, the character would make a HTH attack, with a Death Touch carrier attack. I still need to flesh out the details though.
  

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Re: Another take on a small selection of Combat Manoeuvres
Reply #21 - Aug 20th, 2012 at 2:27pm
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dsumner wrote on Aug 20th, 2012 at 11:42am:
Stunning Blow 2.0: By making a special attack, you can stun your target. You're target, must make a save vs. END (d20), or is stunned by your attack, and acts as though fatigued until the effects of the attack can be shaken off (1d6 turns). Sound better than the first version?

I'd go with something along the lines of "save vs End on d20, or be stunned (suffer from fatigue) for a number of rounds equal to damage rolled.  I understand the desire to make it easier for someone with a high END to shrug out of it, but that's the point of the initial save.  Alternately, go with:

Stunning Blow var 2.I   By making a special attack, you can stun your target. You're target is stunned by your attack, and acts as though fatigued until the effects of the attack can be shaken off (damage dealt - END score, minimum 1 turn).

dsumner wrote on Aug 20th, 2012 at 11:42am:
I'm still tinkering with Death Blow, but I'm thinking it would work like this, the character would make a HTH attack, with a Death Touch carrier attack. I still need to flesh out the details though.


I'd go with a Death Touch carrier attack, but have the rolls modified by the damage dealt in the hand to hand portion of the carrier attack.
« Last Edit: Aug 20th, 2012 at 2:28pm by Imaginos »  
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Re: Another take on a small selection of Combat Manoeuvres
Reply #22 - Aug 20th, 2012 at 6:17pm
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Also, I agree with Bill.  Hero System Martial Arts was one of the books I kept when I got rid of my Hero collection.
  
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Re: Another take on a small selection of Combat Manoeuvres
Reply #23 - Sep 3rd, 2012 at 12:52pm
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PulpCitizen wrote on Mar 30th, 2012 at 5:49am:
Aim for one Action, for +4 to hit but your next Action after that must be an attack against the target designated by the aim, or else the bonus is lost


But, if you are attacked in the round that you begin your aim, you can abort and use the action to defend youurself normally....?
  

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Re: Another take on a small selection of Combat Manoeuvres
Reply #24 - Sep 4th, 2012 at 4:32am
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AlabasterKnight wrote on Sep 3rd, 2012 at 12:52pm:
PulpCitizen wrote on Mar 30th, 2012 at 5:49am:
Aim for one Action, for +4 to hit but your next Action after that must be an attack against the target designated by the aim, or else the bonus is lost


But, if you are attacked in the round that you begin your aim, you can abort and use the action to defend youurself normally....?


That seems reasonable. Will amend the text.  Smiley
  
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Re: Another take on a small selection of Combat Manoeuvres
Reply #25 - Sep 24th, 2012 at 5:47am
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Imaginos wrote on Aug 20th, 2012 at 2:27pm:
Stunning Blow var 2.I   By making a special attack, you can stun your target. You're target is stunned by your attack, and acts as though fatigued until the effects of the attack can be shaken off (damage dealt - END score, minimum 1 turn).


I like it, and you can consider it officially stolen.  Wink Cheesy
  

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Re: Another take on a small selection of Combat Manoeuvres
Reply #26 - Sep 24th, 2012 at 9:48am
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dsumner wrote on Sep 24th, 2012 at 5:47am:
Imaginos wrote on Aug 20th, 2012 at 2:27pm:
Stunning Blow var 2.I   By making a special attack, you can stun your target. You're target is stunned by your attack, and acts as though fatigued until the effects of the attack can be shaken off (damage dealt - END score, minimum 1 turn).


I like it, and you can consider it officially stolen.  Wink Cheesy


Next time Thunderbolt finds himself confronted with a questionably 'innocent' opponent { Young Justin.. in his Boost rampage } or female foe { like when he confronted Razor... briefly, 'Shawn is very chivalrous and hates hurting women' }... I will use this! Smiley
« Last Edit: Sep 24th, 2012 at 9:49am by Thunderbolt »  

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Re: Another take on a small selection of Combat Manoeuvres
Reply #27 - Sep 24th, 2012 at 12:54pm
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dsumner wrote on Sep 24th, 2012 at 5:47am:
Imaginos wrote on Aug 20th, 2012 at 2:27pm:
Stunning Blow var 2.I   By making a special attack, you can stun your target. You're target is stunned by your attack, and acts as though fatigued until the effects of the attack can be shaken off (damage dealt - END score, minimum 1 turn).


I like it, and you can consider it officially stolen.  Wink Cheesy


I wonder if there can be a similar effect if a blow comes close to knockout, but doesn't do it...  Shocked
  

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Re: Another take on a small selection of Combat Manoeuvres
Reply #28 - Sep 24th, 2012 at 2:55pm
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These remind me of the way you could stun your opponent in Street Fighter II.  I used to love using a sweep atack with Blanca, and the opponent would then have little birds flying around their head.  As soon as they'd recover, I'd hit em' again with the same move!  Wink
  
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Re: Another take on a small selection of Combat Manoeuvres
Reply #29 - Feb 16th, 2014 at 7:23pm
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Special Attack: Deafen: By making a special attack, you can deafen your target. You're target, must make a save vs. AGL (d20), or they’re deafened by your attack for 1d3 turns. While deafened, all detect danger and detect hidden scores are halved, in addition to any other penalties the GM may impose. For example the character would be able to hear a shouted warning.
  

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Re: Another take on a small selection of Combat Manoeuvres
Reply #30 - Jul 21st, 2020 at 9:20pm
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I've got a few new ideas if you you guys are interested in me posting them, I will. And any feedback on them would be appreciated.
  

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Re: Another take on a small selection of Combat Manoeuvres
Reply #31 - Jul 21st, 2020 at 11:49pm
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Please post your new ideas.  This is a fascinating thread!
  
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