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