Wednesday, October 27, 2010

Special Maneuvers: Give A Guy A Chance

In thinking further about Special Maneuvers, it occurs to me that they a probably too powerful.  I think perhaps the victim should get a Saving Throw.  So it would work like this:

Special Maneuver
If the Combat Roll is 15+, the attacker has the option to make a Special Maneuver. If so, he subtracts 5 from the Combat Roll so that he does less damage (so a roll of 17 reduced to 12 has a base damage of 2 now). He can reduce the Combat Roll to 10, in which case he does no damage other than the results of the Special Maneuver. These Maneuvers include:

Wound - the opponent must make a CON Throw or roll on the Wounds Table (which usually happens only if reduced to 0 or less HP).

Knock Down/Back - the foe must make a DEX Throw or stumble back a few feet or falls down.

Disarm - the foe must make a DEX Throw or his weapon goes flying out of his hand.

Stunning Flurry - a flurry of disorienting blows that forces the foe to make an INT Throw or lose his next turn.

Deadly Display - the character's display of martial prowess is so intimidating that the foe must immediately make a Morale Throw.

The Referee should feel free to add any other Special Maneuvers that seem fun.

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