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Showing posts from February, 2018

Combat Maneuvers (Optional rules)

I'm working on some optional combat maneuvers for Basic fantasy. Instead of making making generic ones I feel it would be more fun to make them more class specific. I reference stepping up or down damage dice. The step scale is d2,d4,d6,d8,d10,d12. Cleric Maneuvers. Inspiring strike:  after rolling a successful attack a cleric can rebuke his target, stepping down his own damage die to give all other party members a +1 to hit until the start of his next turn. Smite:  after making a successful attack clerics can sacrifice a casting of a spell to step up the his damage die a number of steps equal to the level of the spell sacrificed to a maximum of d12. If the step would take the step above d12 then roll 2d12 and keep the higher of the two. Fighter Maneuvers. Defensive stance:  a fighter can choose to step down his damage die on an attack to gain a +1 AC for himself and one ally standing very close by until the start of his next turn. Unbalancing strike:  fighters can down step