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List of Combat Maneuvers

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Spalls Hurgenson

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Apr 15, 2013, 10:29:08 PM4/15/13
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So, here's something I wrote up a couple of years ago. I'm sure it's
not a terribly original concept - I've never looked, but doubtlessly
you'll find another dozen similar lists on Google if you search - but
I use it and thought others might find it useful as well. So I'm
sharing it with everybody on this newgroup.
----

-= The Problem =-
As DMs, I think we've all been there at one time or another. The PCs
run across some bad guys, be it in the dungeon, the forest, the city,
or the desert. Unable (or unwilling) to evade, swords are drawn,
spells are readied, and combat begins. The DM and the players bounce
the dice in their hands, ready for an epic battle.

And then it happens.

Two battle-lines form, as rigidly straight as the starting position of
chess pieces and it barely moves from there. If an enemy falls,
somebody from the back steps up to fill in the hole. If a PC gets
knocked out of the fight, the rest of the heroes close ranks and keep
on battling. Reinforcements come in predictable directions, and
usually just step into the shoes of the fallen. Ultimately, the fights
become nothing more than the PCs' numbers trying to outdo the
monsters' numbers. It turns the fight into a spreadsheet duel. It is
nothing like the fights you see in movies, or read about in books.
It's predictable. It's unoriginal. It's... it's boring!

Even when we as DMs are aware of the problem, it still happens too
often. I think most of us have made effort to avoid it but it's still
a very easy trap to fall into (I tended to try and set things up
/before/ the battle even started to try and make things more chaotic
but that wasn't always an alternative, especially with quick or
surprise combats). It took a lot of effort to avoid and without that
effort combat - one of the core parts of D&D - became tedious and
uninteresting.

-= The Solution =-
I didn't want "uninteresting". I definitely wanted to avoid "tedious".
And I wasn't fond of "effort" either. So I made the following list.
It's basically a bunch of random maneuvers that the monsters can make
that can enliven the combat. They're not always the most /sensible/
moves to make, but that's half the fun. After all, when you are in
fight, you don't always do the smartest, most tactically sound thing.
It's chaotic and unpredictable. People do things they shouldn't, and
sometimes it works to their advantage; just as often, it gets them
killed. With only a little effort, every fight became wild,
imaginative, and varied. Nobody - neither the players nor myself as DM
- was ever quite sure exactly what was going to happen, save that it
would no longer be two unflinching battle lines.

I compiled this list after extensive research... which is to say, I
watched a lot of action movies and jotted down another entry every
time I saw some action-hero do something interesting. If some of them
seem ridiculous or over the top, well, blame Hollywood, not me. You
will likely find many of them familiar; in fact, as DM you have
probably used many of them against the PCs in your own attempts to
make the fights more exciting. The only difference is that below you
have a whole list of options as opposed to trying to make them up as
you go. It's something to make the job of the DM just a little bit
easier.

As a general rule, I gave the monster a 25% chance of using one of
these maneuvers instead of actually rolling "to-hit". To determine
what move was used, I either rolled a d100 (re-rolling anything over
84) or manually chose from the list below. For larger combats, I just
picked one out of every four monsters and assigned them a maneuver to
keep things from getting too bogged down. I also sometimes altered (or
outright ignored) the selection if it seemed unlikely that the
creature would make such a move (for instance, smarter and more
experienced soldiers were less likely to make disadvantageous
maneuvers). Still, it was often more fun to simply go with the die
roll /because/ it made the combat that much more capricious, even if
it didn't entirely make sense that a knowledgable warrior might do
something so foolish. After all, everyone makes mistakes, especially
with the sort of pressure a life-or-death struggle entails.

The intent of most of these moves is rarely to harm the PCs; rarely
will it cause hit-point damage. Most of the time the move will simply
stagger, surprise or otherwise distract the player. Very often it just
forces the NPC to shift position (with all the benefits - and
penalties - such a move might bring him). Remember, the goal of the
list was to break apart the staid battle-lines where the two groups
were simply pounding on one another until one side's hit-points were
depleted. It was not intended to make the battles more challenging; it
was to make them more /exciting/.

Depending on the maneuver, I'll either automatically assume it "hits"
or have the monster roll an attack at the PC's base (unarmored) armor
class. Effects can vary from a penalty on the PC's to-hit roll,
reduced armor class, delay or loss of an attack, or penalties to
saving throws or skill/attribute checks. I didn't include any
specifics on the list below because, firstly, I tend to make it up as
I go along and secondly, since I play /2nd Ed. AD&D/, I figure most of
the penalties I assign might not be applicable in other versions of
the game. I'll leave the numerical assignations of any penalties for
the individual DMs to apply as they see fit.

Most of these combat moves assume the monsters are humanoid (I prefer
to play in a low-magic game so humans are the most common villains my
players face) so many of these moves may not be applicable to animals
or monsters. Similarly, many of the maneuvers assume an urban or
dungeon location, as opposed to taking place in the wilderness (for
much the same reason). In either case, the DM can either ignore or
adapt the selection to the situation.

I've also presented this list to my players. Their PCs, of course,
don't have to use any of the suggested moves, but it often encourages
them to switch from the dull "whack-at-'em-till-they-die" tactics to
something more random. I've even seen players purposely do stupid
things just because they looked more fun.

So, after all that, here at last is the list. I hope some of you will
find it interesting and maybe even adapt it to your own campaigns. And
please, feel free to add any exciting ideas to the list to share with
myself and other readers.

-= The List =-
1. Throw a rock
2. Throw dirt or sand at eyes
3. Grab PCs sword arm
4. Roll at PCs legs
5. Lasso
6. Throw basket of fruit
7. Bull rush
8. Drop to knee and stab upward
9. Leaping attack
10. Climb to balcony
11. Throw dagger
12. Whip with belt
13. Toss weapon at PCs feet to trip, then leap
14. Toss weapon to PC to catch, then punch
15. Kick at crotch
16. Grab at nearby balcony, tree limb etc with both hands and swing
feet at PC
17. (requires two attackers) Each attacker holds one end of rope and
tries to wrap around PC(s) from opposite sides
18. Roar menacingly
19. Push passerby into fray
20. Throw net
21. Push shelf down in front to create uneven terrain
22. Shield bash
23. Throw helmet at PC
24. Throw glove at PC
25. Running slide throwing dagger
26. Leap onto stump, chair or crate for higher elevation
27. Run through nearby door (to return 1-3 rounds later from another
direction, with Surprise)
28. Dodge behind pole and strike from cover, alternating sides
29. Throwing stars
30. Throw arrows
31. Attempt to wrap bowstring or sling around PCs neck
32. Kick sand, water, mud or dung at PCs faces
33. Yell and spook PCs horse
34. Grab and hold fistful of PCs clothes
35. Throw torch or candle
36. Spit into PCs face
37. Flick blood or gore onto PC
38. Push PC into shelf or something fragile
39. Kick refuse from floor into off hand and bash at PC prior to main
attack
40. Kick can, barrel, vase or other rollable into PCs feet
41. Whip branch, clothes line or vine at PC
42. Climb up on shed, balcony, shelf, boulder etc to maneuver around
and behind PCs
43. Tries to pull wounded or fallen colleague out of fray
44. Jumps back to use missile weapon
45. Throws ally a replacement or improved weapon
46. Shoves ally at PCs
47. Shoves ally out of the way to get at PCs
48. Points at and then focuses attacks on a particular PC
49. (requires 2 attackers fighting side by side) elegantly switch
places and targets with one another
50. Dodge and feint like a snake
51. Sidestep and parry, grinning
52. Grab and bite
53. Step back to catch breath
54. Step back to bind wound
55. Step back to discard backpack or cumbersome item
56. Dual attack with sword and scabbard
57. Run and somersault over PC
58. Whip cloak into PCs face
59. Yank off cloak and throw at PCs
60. Grab PCs head and kiss
61. Grab PC close, whisper something threatening and shove away
62. Dodge through door and slam door in PCs face
63. Dodge through door and attack from side
64. Twirl around PC while parrying so you both switch positions
65. Drop to crouch and attack from that position, crab style
66. Grab a mug of ale (or piece of fruit), take a sip (bite), then
throw remainder at PC
67. Throw bag of coins at PCs feet, which bursts open, to distract
68. Whip sword about in amazing (and distracting) display of
swordsmanship (no attack)
69. Stomp on PCs foot
70. Shove something (food, cloth) into PCs mouth
71. Step back to drink a swig of something cool
72. Step back to wipe off sweat
73. Throw scabbard at PC
74. Rip amulet or chain from neck and strike at PC with it,
75. (requires smaller, lighter ally) the two charge at PCs, larger
slightly behind when the larger catches up with smaller, picks him up
and HURLS him at PCs
76. Slashes weapon about wildly into walls, bushes or shelves,
creating a blinding cloud of debris
77. Kick at shins
78. Overturn table and use as cover
79. Step back, draw line in sand and menace threateningly
80. Use loaded sling as makeshift mace
81. Kick open door into PCs face
82. Push or kick PC into something hazardous (spikes, etc.)






tussock

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Apr 17, 2013, 11:12:26 AM4/17/13
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Spalls Hurgenson wrote:

<snips>
Thanks for this. Good read.

> And then it happens.
>
> Two battle-lines form, [...] it's boring!

It's also a fair representation of real medieval battle tactics.

I mostly spice up the descriptions. A foe who takes a light hit and
replies with a harder one has drawn you in with a false stumble and sucker-
punched you. If you miss on your next turn, you're still shaken from it,
trying to clear your head. Make it fit as I go, everyone's free to pitch in.

Name your critical hits. That sort of thing.

> -= The Solution =-
> I didn't want "uninteresting". I definitely wanted to avoid "tedious".
> And I wasn't fond of "effort" either.

Effort does suck, the idea is to keep the prep entertaining enough to
make it seem otherwise. Which explains my typical need to wing it.

> As a general rule, I gave the monster a 25% chance of using one of
> these maneuvers instead of actually rolling "to-hit".

OK.

> Depending on the maneuver, I'll either automatically assume it "hits"
> or have the monster roll an attack at the PC's base (unarmored) armor
> class. Effects can vary from a penalty on the PC's to-hit roll,
> reduced armor class, delay or loss of an attack, or penalties to
> saving throws or skill/attribute checks. I didn't include any
> specifics on the list below because, firstly, I tend to make it up as
> I go along and secondly, since I play /2nd Ed. AD&D/, I figure most of
> the penalties I assign might not be applicable in other versions of
> the game. I'll leave the numerical assignations of any penalties for
> the individual DMs to apply as they see fit.

3e does most of that via standard manouvres that some types are better
at, 4e the monsters already have randomly resetting power structures that
shift people around and stuff. A lot of folk here (relatively speaking,
there's not actually a lot of folk here) use AD&D in some form anyway.

Anyhoo, I like rearranging lists. It's a thing. Comment at the end.

> -= The List =-

1: Improvised weapon or bash attack, 1d4, range 10'. Adds extra attacks
like two-weapon fighting by giving up the shield AC or two-handed grip as
normal. Can also just be the lone attack.

> 1. Throw a rock
> 2. Toss weapon to PC to catch, then punch
> 3. Kick at crotch
> 4. Shield bash
> 5. Throw helmet at PC
> 6. Throw glove at PC
> 7. Throw arrows
> 8. Throw torch or candle
> 9. Kick refuse from floor into off hand and bash at PC prior to main
> attack
> 10. Dual attack with sword and scabbard
> 11. Stomp on PCs foot
> 12. Throw scabbard at PC
> 13. Rip amulet or chain from neck and strike at PC with it,
> 14. Kick at shins
> 15. Use loaded sling as makeshift mace
> 16. Kick open door into PCs face

2: Intimidate, distract, taunt, dazzle, etc. Or other clever skill uses
in combat. May include fients, bluffs, diplomacy, etc.

> 1. Throw dirt or sand at eyes
> 2. Throw basket of fruit
> 3. Whip with belt
> 4. Roar menacingly
> 5. Kick sand, water, mud or dung at PCs faces
> 6. Yell and spook PCs horse
> 7. Spit into PCs face
> 8. Flick blood or gore onto PC
> 9. Points at and then focuses attacks on a particular PC
> 10. Step back to bind wound
> 11. Whip cloak into PCs face
> 12. Grab PCs head and kiss
> 13. Grab PC close, whisper something threatening and shove away
> 14. Grab a mug of ale (or piece of fruit), take a sip (bite), then
> throw remainder at PC
> 15. Whip sword about in amazing (and distracting) display of
> swordsmanship (no attack)
> 16. Step back, draw line in sand and menace threateningly

3: Grapple, or Trip, or Bullrush attack, usual penalties. Could also use
for sundering, disarming, overrunning, and all the rest. Consider them
creative descriptions of the normal rules.

> 1. Grab PCs sword arm
> 2. Roll at PCs legs
> 3. Lasso
> 4. Bull rush
> 5. Toss weapon at PCs feet to trip, then leap
> 6. (requires two attackers) Each attacker holds one end of rope and
> tries to wrap around PC(s) from opposite sides
> 7. Push passerby into fray
> 8. Throw net
> 9. Push PC into shelf or something fragile
> 10. Attempt to wrap bowstring or sling around PCs neck
> 11. Grab and hold fistful of PCs clothes
> 12. Kick can, barrel, vase or other rollable into PCs feet
> 13. Whip branch, clothes line or vine at PC
> 14. Grab and bite
> 15. Yank off cloak and throw at PCs
> 16. Shove something (food, cloth) into PCs mouth
> 17. Push or kick PC into something hazardous (spikes, etc.)

4: Defensive Fighting, or Full Defense, or CHARGE!, or use your sub-
optimal ranged weapons for a change .... Charge? Yes, but creatively!

> 1. Drop to knee and stab upward
> 2. Leaping attack
> 3. Throw dagger
> 4. Grab at nearby balcony, tree limb etc with both hands and swing
> feet at PC
> 5. Running slide throwing dagger
> 6. Throwing stars
> 7. Shoves ally at PCs
> 8. Dodge and feint like a snake
> 9. Sidestep and parry, grinning
> 10. Step back to catch breath
> 11. Twirl around PC while parrying so you both switch positions
> 12. Drop to crouch and attack from that position, crab style
> 13. Step back to drink a swig of something cool
> 14. Step back to wipe off sweat
> 15. (requires smaller, lighter ally) the two charge at PCs, larger
> slightly behind when the larger catches up with smaller, picks him up
> and HURLS him at PCs
> 16. Slashes weapon about wildly into walls, bushes or shelves,
> creating a blinding cloud of debris

5: Seeking positional/tactical advantage, using small ranged weapons,
running away, changing the battlefield, ....

> 1. Climb to balcony
> 2. Push shelf down in front to create uneven terrain
> 3. Leap onto stump, chair or crate for higher elevation
> 4. Run through nearby door (to return 1-3 rounds later from another
> direction, with Surprise)
> 5. Dodge behind pole and strike from cover, alternating sides
> 6. Climb up on shed, balcony, shelf, boulder etc to maneuver around
> and behind PCs
> 7. Tries to pull wounded or fallen colleague out of fray
> 8. Jumps back to use missile weapon
> 9. Throws ally a replacement or improved weapon
> 10. Shoves ally out of the way to get at PCs
> 11. (requires 2 attackers fighting side by side) elegantly switch
> places and targets with one another
> 12. Step back to discard backpack or cumbersome item
> 13. Run and somersault over PC
> 14. Dodge through door and slam door in PCs face
> 15. Dodge through door and attack from side
> 16. Throw bag of coins at PCs feet, which bursts open, to distract
> 17. Overturn table and use as cover

6+: ATTACK! Just the normal *boring* stuff for this one, thank you very
much. Cut his f*cking head off with a sword or something.


That's a d20 check rather than 25% activation (same odds). 6+ normal
attack, 1-5 roll another d20 or pick something or whatever. Could probably
rearrange them from bad to good, and round them out to 20 each.

Which is to say, your flavour text is nice and full of useful *colour*,
but the rule could be maybe more organised (unless I just made it worse, I
do that sometimes).

--
tussock

Justisaur

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Apr 18, 2013, 1:51:27 PM4/18/13
to
On Apr 15, 7:29 pm, Spalls Hurgenson <spallshurgen...@gmail.com>
wrote:
>  So, here's something I wrote up a couple of years ago. I'm sure it's
> not a terribly original concept - I've never looked, but doubtlessly
> you'll find another dozen similar lists on Google if you search - but
> I use it and thought others might find it useful as well. So I'm
> sharing it with everybody on this newgroup.
> ----
>
> -= The Problem =-
> As DMs, I think we've all been there at one time or another. The PCs
> run across some bad guys, be it in the dungeon, the forest, the city,
> or the desert. Unable (or unwilling) to evade, swords are drawn,
> spells are readied, and combat begins. The DM and the players bounce
> the dice in their hands, ready for an epic battle.
>
> And then it happens.
>
> Two battle-lines form, as rigidly straight as the starting position of
> chess pieces and it barely moves from there. If an enemy falls,
> somebody from the back steps up to fill in the hole. If a PC gets
> knocked out of the fight, the rest of the heroes close ranks and keep
> on battling. Reinforcements come in predictable directions, and
> usually just step into the shoes of the fallen. Ultimately, the fights
> become nothing more than the PCs' numbers trying to outdo the
> monsters' numbers. It turns the fight into a spreadsheet duel. It is
> nothing like the fights you see in movies, or read about in books.
> It's predictable. It's unoriginal. It's... it's boring!
>

I have to say I've been noticing this a tad, if you run 1e btb it does
seem a bit static. Only one charge every 10 rounds, can't move after
that unless you don't take any attacks.

3e has a lot of stuff one can do, but they are generally very bad
choices unless you're a fighter, and you've focused your whole
character on it, and then you are a one trick pony, which really gets
boring quick. Mobility is o.k. at low levels but starts hurting at
mid levels due to 'full attack'.

4e seems to go way too far, people fall over repeatedly and get back
up, get pushed around, etc. to the point it's just ridiculous, and
even then any particular character has only a couple different things
that get used over and over.

I like your list though, it might be good to round it out to a full
d100, or pare it down to 52 for cards, and have it happen in odd
circumstances - perhaps instead of a fumble on a 1, or something.

- Justisaur

Justisaur

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Apr 23, 2013, 3:38:20 PM4/23/13
to
On Apr 15, 7:29 pm, Spalls Hurgenson <spallshurgen...@gmail.com>
wrote:
Now that I've had a chance to look over these...

It might be nice to change from 'vs PC' to victim of attack. I'd also
like to add sourcing. I've an idea of numbering them in order of
least to most valuable, rolling d100 and choosing any of that # or
below that you want, perhaps in place of normal criticals or fumbles,
with some game effect listed.

I don't see a number of them from some of my favorite movies - so I'll
add some trying to get up to 100.

83. Remove weapon hand, hand and weapon goes flying into nearest least
retrievable space - "The Empire Strikes Back" - Unable to use hand.
84. Remove shield arm - "Monty Python's Holy Grail" - unable to use
arm
85. Remove left leg - "Monty Python's Holy Grail" - hopping only,
reduces movement
86. Remove right leg - "Monty Python's Holy Grail" - unable to move
87. Switch from current hand which is off hand to main hand "The
Princess Bride." - Gain +1 to hit.
88. Disarm weapon - any number of movies - weapon dropped.
89. Throw weapon not meant to be thrown - any number of movies -
attack at ranged with a melee weapon.
90. Inscribe a letter or symbol in clothes, armor, or skin - "Zorro"
-
91. Victim is impaled, but pulls himself up the weapon to grapple the
impaler - "Lord of the Rings." victim takes full damage but weapon is
pinned and victim can attempt to grapple.
92. Blind victim with glare off of armor - "Spartacus Blood &
Sand" (probably lots of others) - Victim blind for 1 round.
93. Grab weapon by blade, pinning it - "Rob Roy" - take 1 pt damage &
automatically hit the victim
94. Victim disappears when hit - "Star Wars" - Victim becomes a ghost?
...
99. Decapitation - any number of movies - target dies if alive.
00. My name is _. You killed my _. Prepare to die. - "The Princess
Bride." Originator will not die.

Still need 5, but that's about all I can think of at this point.






Thomas Prufer

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May 6, 2013, 2:16:24 AM5/6/13
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On Tue, 23 Apr 2013 12:38:20 -0700 (PDT), Justisaur <just...@gmail.com> wrote:

>Still need 5, but that's about all I can think of at this point.
>

Surely

>86. Remove right leg - "Monty Python's Holy Grail" - unable to move

needs 86a: Bite knee - "Monty Python's Holy Grail"


(Late, I know, but going through a backlog...)


Thomas Prufer
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