Post by Zyraen on Mar 25, 2019 2:05:52 GMT 8
COMBAT MANUEVERS
- There are three Combat Manuevers in UB : Grab, Push, Trip. (For 5E readers, Push is same as Shove)
- They may be used a Standard action against a creature within your natural reach. Natural reach means your reach is the same as your size. They are considered melee attacks and penalties from Marks etc still apply.
- A Push may be done at the end of a charge. Other than that, none of the Combat Manuevers may be performed as an OA nor when charging.
- The attacker uses a Physique vs Fortitude OR Reflex (defender's choice) for all of these attacks. Note that the attack roll is improved by your Expertise, as is normal.
- Unlike other attacks, the defender may choose not to resist and be automatically "hit". Helpless defenders are automatically hit.
- If the defender is larger/smaller than the attacker, gets +2 or -2 size bonus/penalty to its defense.
- A successful Push pushes the target away by 1 square. Creatures of 2 or more size categories than the attacker get a saving throw to negate if they wish, as usual
- A successful Trip causes the target to fall prone. Creatures of 2 or more size categories than the attacker get a saving throw to negate if they wish, as usual
- Grab rules in detail below
GRAB
- A successful Grab immobilises the target, and if it is not adjacent, the target is pulled adjacent to the attacker. The attacker may choose not to immobilise the target if he so wishes, in which case grabbing the target allows the attacker to pull itself adjacent to the grabbed target as the target moves (but not due to forced movement).
- A helpless target that is same size as the attacker and grabbed may instead be pulled into the attacker's square, and then the attacker may move as usual with the target. If the target is notably heavy (typically heavier than the attacker), it may require an Athletics check against a DC to move normally, otherwise the encumbered attacker is slowed.
- Grabbing a target that is more than one size bigger than the attacker has none of the above effects, except that the attacker may pull itself adjacent to the grabbed target.
eg A medium creature may grab a huge creature and pull itself adjacent to it. The huge creature is never immobilised nor pulled by such a grab, but if it wishes to end the Grab, it still has to break free by escaping. While it does not escape, whenever it moves the Grabber may pull itself adjacent to the grabbed creature as it moves.
- A Grab ends automatically when the target is moved out of the attacker's natural reach.
- A Grab ends if the attacker ends it as a free action on his turn, or if the if the attacker is unable to use Interrupts and OAs due to conditions such as dazed, stunned, helpless etc
- A humanoid uses at least one arm to grab. An arm that is equipped with any shield cannot grab. An arm that is wielding a weapon can grab, but the weapon cannot be used while the grab is maintained.
- It takes a move action to break free of the attacker's grab. See Escape rules below
ESCAPE
- When a player character makes an Escape check against an enemy that grabs him, he makes either an Athletics or Acrobatics check.
- This is standardised as a Medium DC check (DC 12). If the monster is tough (high Fort), the Athletics DC is increased by 4. If it has good reflexes (high Reflexes), the Acrobatics DC is increased by 4.
- If the escapee hits the required DC, he escapes, the grab ends, and the escapee may shift as a free action. Note that as per usual, a prone creature cannot shift.
- Other modifiers may apply, such as size +2/-2 per size difference if the enemy is bigger/smaller than the player. A creature specially trained or adapted to grab may also up the DC by +2 to +4.
- For simplicity, when an enemy tries to escape a player character the enemy makes a d20 roll and adds his FRW attack bonus vs player's Fortitude (if enemy chooses Athletics) or Reflex (if enemy chooses Acrobatics). This may take a +2/+4 or -2/-4 either way due to the enemy having training (+2) and high Str/Dex (+2). Escape does not count as an attack and takes no penalties for being marked etc.
- A grabbed creature may attempt to Push the grabbing creature away, but takes the same penalties to his attack as above. Note that Push counts as an attack.
DRAG
- a creature grappling another may use a Standard action to drag a grappled foe around. For an attempt to drag, the grappler must be (of a size) able to immobilise the target by grabbing it
- As above, make an attack using Physique vs Fortitude OR Reflex (defender's choice)
- if the attacker hits, he may use his move action to move up to half his speed, and with each step dragging his foe 1 square into his previously vacated square as he does so.
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QUICK PRINCIPLE
- A Combat Manuever Attack roll is always made against target's Fort or Reflex.
- Likewise, when an enemy makes its attempt to escape a player's Grab, it uses its FRW attack against the player's FRW. This saves the trouble of having to decide how much is the enemy's Acrobatics or Athletics.
- When a player attempts to Escape, they use a Skill, thus escape is done against a base DC, which is then modified.
- Size modifiers apply when trying to Escape, never when initiating a Grab
- There are three Combat Manuevers in UB : Grab, Push, Trip. (For 5E readers, Push is same as Shove)
- They may be used a Standard action against a creature within your natural reach. Natural reach means your reach is the same as your size. They are considered melee attacks and penalties from Marks etc still apply.
- A Push may be done at the end of a charge. Other than that, none of the Combat Manuevers may be performed as an OA nor when charging.
- The attacker uses a Physique vs Fortitude OR Reflex (defender's choice) for all of these attacks. Note that the attack roll is improved by your Expertise, as is normal.
- Unlike other attacks, the defender may choose not to resist and be automatically "hit". Helpless defenders are automatically hit.
- If the defender is larger/smaller than the attacker, gets +2 or -2 size bonus/penalty to its defense.
- A successful Push pushes the target away by 1 square. Creatures of 2 or more size categories than the attacker get a saving throw to negate if they wish, as usual
- A successful Trip causes the target to fall prone. Creatures of 2 or more size categories than the attacker get a saving throw to negate if they wish, as usual
- Grab rules in detail below
GRAB
- A successful Grab immobilises the target, and if it is not adjacent, the target is pulled adjacent to the attacker. The attacker may choose not to immobilise the target if he so wishes, in which case grabbing the target allows the attacker to pull itself adjacent to the grabbed target as the target moves (but not due to forced movement).
- A helpless target that is same size as the attacker and grabbed may instead be pulled into the attacker's square, and then the attacker may move as usual with the target. If the target is notably heavy (typically heavier than the attacker), it may require an Athletics check against a DC to move normally, otherwise the encumbered attacker is slowed.
- Grabbing a target that is more than one size bigger than the attacker has none of the above effects, except that the attacker may pull itself adjacent to the grabbed target.
eg A medium creature may grab a huge creature and pull itself adjacent to it. The huge creature is never immobilised nor pulled by such a grab, but if it wishes to end the Grab, it still has to break free by escaping. While it does not escape, whenever it moves the Grabber may pull itself adjacent to the grabbed creature as it moves.
- A Grab ends automatically when the target is moved out of the attacker's natural reach.
- A Grab ends if the attacker ends it as a free action on his turn, or if the if the attacker is unable to use Interrupts and OAs due to conditions such as dazed, stunned, helpless etc
- A humanoid uses at least one arm to grab. An arm that is equipped with any shield cannot grab. An arm that is wielding a weapon can grab, but the weapon cannot be used while the grab is maintained.
- It takes a move action to break free of the attacker's grab. See Escape rules below
ESCAPE
- When a player character makes an Escape check against an enemy that grabs him, he makes either an Athletics or Acrobatics check.
- This is standardised as a Medium DC check (DC 12). If the monster is tough (high Fort), the Athletics DC is increased by 4. If it has good reflexes (high Reflexes), the Acrobatics DC is increased by 4.
- If the escapee hits the required DC, he escapes, the grab ends, and the escapee may shift as a free action. Note that as per usual, a prone creature cannot shift.
- Other modifiers may apply, such as size +2/-2 per size difference if the enemy is bigger/smaller than the player. A creature specially trained or adapted to grab may also up the DC by +2 to +4.
- For simplicity, when an enemy tries to escape a player character the enemy makes a d20 roll and adds his FRW attack bonus vs player's Fortitude (if enemy chooses Athletics) or Reflex (if enemy chooses Acrobatics). This may take a +2/+4 or -2/-4 either way due to the enemy having training (+2) and high Str/Dex (+2). Escape does not count as an attack and takes no penalties for being marked etc.
- A grabbed creature may attempt to Push the grabbing creature away, but takes the same penalties to his attack as above. Note that Push counts as an attack.
DRAG
- a creature grappling another may use a Standard action to drag a grappled foe around. For an attempt to drag, the grappler must be (of a size) able to immobilise the target by grabbing it
- As above, make an attack using Physique vs Fortitude OR Reflex (defender's choice)
- if the attacker hits, he may use his move action to move up to half his speed, and with each step dragging his foe 1 square into his previously vacated square as he does so.
================
QUICK PRINCIPLE
- A Combat Manuever Attack roll is always made against target's Fort or Reflex.
- Likewise, when an enemy makes its attempt to escape a player's Grab, it uses its FRW attack against the player's FRW. This saves the trouble of having to decide how much is the enemy's Acrobatics or Athletics.
- When a player attempts to Escape, they use a Skill, thus escape is done against a base DC, which is then modified.
- Size modifiers apply when trying to Escape, never when initiating a Grab