I'm sure most people reading this blog are familiar with the super simple rules for combat maneuvers from the Bumblers.
Jeremy reminded me of them the other day when I was praising the Pathfinder Combat Maneuver Bonus/Defense mechanic.
While I like the simplicity and ease of use of Paizo's mechanic, the Bumblers' idea also is really cool and looks to be a worthwhile addition. The only reason I haven't used it up until now is because I don't use critical hits in my games.
But I did have an idea a while back, formed from their idea and some of the monsters that can swallow you whole. There's quite a variety of ways in which they swallow. On a natural 20 only. On a 19 or 20. Four or more above the target's AC or a 20.
A simple system like that could be used for PC classes. Maybe a Magic-User needs a natural 20 to force the maneuver to succeed (but not if they only hit on a 20). Clerics succeed on a natural 20 regardless. Thieves on a natural 19 or 20. Fighters on a natural 19 or 20, or 4 above the target's AC.
As usual, if the attack hits but isn't a 'crit' then the opponent gets to decide if they want to accept the results of the maneuver, or else just take normal damage.
I'll have to think about which I want to use.
Unrelated notes:
Beast of the Week coming soon
I'm done with my Flying Swordsmen edit...I think. Looks like I'll be releasing it tomorrow after all.
The Death Of Adventure
5 hours ago
You should check out the Adventurer Conquerer King combat maneuver system. Pretty nifty, I think...basically for any combat maneuver you want to execute, you roll an attack at -4. If a hit, then your opponent must save vs. paralysis or be disarmed, grappled, etc. It's got a bit more to it than that for each type of maneuver, but not much more than that.
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