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game_systems:combat:maneuvers [2026/03/09 05:25] – Replacing Move Action with Half Action, hyperlinking elfinlocksgame_systems:combat:maneuvers [2026/05/04 17:34] (current) – defining and hyperlinking full actions elfinlocks
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 ==== Performing a Combat Maneuver ==== ==== Performing a Combat Maneuver ====
  
-When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. By default a combat maneuver requires a full-round action that does not provoke attacks of opportunity.+When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. By default a combat maneuver requires a [[game_systems:combat:actions#full_action|Full Action]] that does not provoke attacks of opportunity.
  
 There are some talents that change this into a Half Action that can often be performed in place of a normal melee attack, apart of a charge action, or as an Attack of Opportunity. There are some talents that change this into a Half Action that can often be performed in place of a normal melee attack, apart of a charge action, or as an Attack of Opportunity.
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 With the correct Talent you can make a **bull rush** as a **[[chargen:common_terms#action_types|Half Action]]** or as part of a **charge**, in place of the melee attack. A bull rush attempts to **push an opponent straight back without doing any harm**. With the correct Talent you can make a **bull rush** as a **[[chargen:common_terms#action_types|Half Action]]** or as part of a **charge**, in place of the melee attack. A bull rush attempts to **push an opponent straight back without doing any harm**.
  
-If you do not have the **Powerful Maneuvers** talent, or a similar ability, initiating a bull rush **Requires a Full-Round Action**.+If you do not have the **Powerful Maneuvers** talent, or a similar ability, initiating a bull rush **Requires a [[game_systems:combat:actions#full_action|Full Action]]**.
  
 If your attack is **successful**, your target is **pushed back 10 feet**. For every 5 by which your attack **exceeds your opponent’s CMD**, you can **push the target back an additional 10 feet**. You can move with the target if you wish, but you must have the **available movement** to do so. If your attack **fails**, your movement ends **in front of the target**. If your attack is **successful**, your target is **pushed back 10 feet**. For every 5 by which your attack **exceeds your opponent’s CMD**, you can **push the target back an additional 10 feet**. You can move with the target if you wish, but you must have the **available movement** to do so. If your attack **fails**, your movement ends **in front of the target**.
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 You can attempt to **disarm** your opponent **in place of a melee attack**.  You can attempt to **disarm** your opponent **in place of a melee attack**. 
  
-If you do not have the **Deft Manuevers** talent, or a similar ability, attempting to disarm a foe **requires a Full-Round Action**. +If you do not have the **Deft Manuevers** talent, or a similar ability, attempting to disarm a foe **requires a [[game_systems:combat:actions#full_action|Full Action]]**. 
  
 Attempting to disarm a foe **while unarmed** imposes a **–4 penalty** on the attack. Attempting to disarm a foe **while unarmed** imposes a **–4 penalty** on the attack.
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 You can attempt to **drag** a foe as a **half action**. The aim of this maneuver is to **drag a foe in a straight line behind you** without doing any harm. You can attempt to **drag** a foe as a **half action**. The aim of this maneuver is to **drag a foe in a straight line behind you** without doing any harm.
  
-If you do not have the **Powerful Maneuvers** Talent or a similar ability, initiating a drag **requires a Full-Round Action**.+If you do not have the **Powerful Maneuvers** Talent or a similar ability, initiating a drag **requires a [[game_systems:combat:actions#full_action|Full Action]]**.
  
 If your attack is **successful**: If your attack is **successful**:
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   * You must have **one free hand** to **Grab** a target.   * You must have **one free hand** to **Grab** a target.
  
-If you do not have the **Powerful Maneuvers** Talent or a similar ability, initiating a **Grapple/Grab** **requires a Full-Round Action**.+If you do not have the **Powerful Maneuvers** Talent or a similar ability, initiating a **Grapple/Grab** **requires a [[game_systems:combat:actions#full_action|Full Action]]**.
  
 If the Grabber/Grappler or Grabbed/Grappled is moved or repositioned by an outside force that moves either target outside the reach of the Grabber/Grappler, then the Grab or Grapple is ended immediately. A Grabbed/Grappled target may attempt a Bullrush or Reposition Manuever against a target actively Grabbing or Grappling them at a -4 or -1 per stack of "Grappled!" (whichever is higher) If the Grabber/Grappler or Grabbed/Grappled is moved or repositioned by an outside force that moves either target outside the reach of the Grabber/Grappler, then the Grab or Grapple is ended immediately. A Grabbed/Grappled target may attempt a Bullrush or Reposition Manuever against a target actively Grabbing or Grappling them at a -4 or -1 per stack of "Grappled!" (whichever is higher)
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   * At 20 stacks you are treated as Paralyzed and Helpless   * At 20 stacks you are treated as Paralyzed and Helpless
  
-After 20 stacks a target may be bound with rope, chain or similarly appropriate bindings. This allows the 20 stacks to remain so long as they are bound successfully. Despite being paralyzed a Bound creature may, once per round, attempt to break the bindings via Escape artist, Break check (based on binding), or CMB. If they exceed your CMD +15 they break free of the bindings and remove all stacks and may take their turn as normal as if they had spent a Full-Round action breaking free.+After 20 stacks a target may be bound with rope, chain or similarly appropriate bindings. This allows the 20 stacks to remain so long as they are bound successfully. Despite being paralyzed a Bound creature may, once per round, attempt to break the bindings via Escape artist, Break check (based on binding), or CMB. If they exceed your CMD +15 they break free of the bindings and remove all stacks and may take their turn as normal as if they had spent a [[game_systems:combat:actions#full_action|Full Action]] breaking free.
  
  
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 As a **half action**, taken during your **move** or as part of a **charge**, you can attempt to **overrun** a target, moving through its square. You can only overrun an opponent who is **no more than one size category larger** than you. As a **half action**, taken during your **move** or as part of a **charge**, you can attempt to **overrun** a target, moving through its square. You can only overrun an opponent who is **no more than one size category larger** than you.
  
-If you do not have the **Powerful Maneuvers** Talent or a similar ability, initiating a drag **requires a Full-Round Action**.+If you do not have the **Powerful Maneuvers** Talent or a similar ability, initiating a drag **requires a [[game_systems:combat:actions#full_action|Full Action]]**.
  
 If your overrun attempt **fails**, you stop in the space **directly in front of the opponent**, or the **nearest open space** in front of the creature if other creatures are occupying that space. If your overrun attempt **fails**, you stop in the space **directly in front of the opponent**, or the **nearest open space** in front of the creature if other creatures are occupying that space.
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 A reposition attempts to **force a foe to move** to a different position in relation to your location **without doing any harm**. A reposition attempts to **force a foe to move** to a different position in relation to your location **without doing any harm**.
  
-If you do not have the **Deft Maneuvers** Talent or a similar ability, initiating a drag **requires a Full-Round Action**.+If you do not have the **Deft Maneuvers** Talent or a similar ability, initiating a drag **requires a [[game_systems:combat:actions#full_action|Full Action]]**.
  
 You **cannot use this maneuver** to move a foe into a space that is **intrinsically dangerous**, such as a **pit** or **wall of fire**, unless you have the **Greater Reposition** Talent. You **cannot use this maneuver** to move a foe into a space that is **intrinsically dangerous**, such as a **pit** or **wall of fire**, unless you have the **Greater Reposition** Talent.
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 The **GM is the final arbiter** of what items can be taken. The **GM is the final arbiter** of what items can be taken.
  
-If you do not have the **Deft Maneuvers** Talent or a similar ability, initiating a drag **requires a Full-Round Action**.+If you do not have the **Deft Maneuvers** Talent or a similar ability, initiating a drag **requires a [[game_systems:combat:actions#full_action|Full Action]]**.
  
 Although this maneuver normally requires the target to be **within your reach**, you can use a **whip** to steal an object from a target **within range**, but take a **–4 penalty** on the attack roll. Although this maneuver normally requires the target to be **within your reach**, you can use a **whip** to steal an object from a target **within range**, but take a **–4 penalty** on the attack roll.
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 You can attempt to **sunder** an item **held or worn** by your opponent as part of an **half action** or in place of a **melee attack**   You can attempt to **sunder** an item **held or worn** by your opponent as part of an **half action** or in place of a **melee attack**  
  
-If you do not have the **Powerful Maneuvers** Talent or a similar ability, initiating a drag **requires a Full-Round Action**.+If you do not have the **Powerful Maneuvers** Talent or a similar ability, initiating a drag **requires a [[game_systems:combat:actions#full_action|Full Action]]**.
  
 If your **attack is successful**: If your **attack is successful**:
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 You can attempt to **trip** your opponent **in place of a melee attack**. You can attempt to **trip** your opponent **in place of a melee attack**.
  
-If you do not have the **Deft Maneuvers** Talent or a similar ability, initiating a drag **requires a Full-Round Action**.+If you do not have the **Deft Maneuvers** Talent or a similar ability, initiating a drag **requires a [[game_systems:combat:actions#full_action|Full Action]]**.
  
 If your **attack exceeds the target’s CMD**, the target is **knocked prone**. If your **attack exceeds the target’s CMD**, the target is **knocked prone**.