Advanced Combat Maneuvers

By stanmons, in WFRP House Rules

Hi,

We've played 6-7 sessions now during last year and one thing needing improvement in combat is the value of maneuvers. We're not just creative enough to take use of them other than moving around. It's very often you go to the bad guy, bash him to death, go to the next bad guy and repeat. I try to spice up the scenario with other goals than killing (protection, race to target etc) but it does not solve our unused maneuvers problem. And if action cards give you "perform an extra maneuver" it's very discouraging reward.

So.. I came up with Advanced Combat Maneuvers list. Many of these such as assisting are mentioned in the rule book but printing this to the players should give them a second though on using maneuvers.

They might feel overpowered if compared to some effects of action cards but still, if all sides use the same rules it should balance out.

Link to PDF

Some good ideas. I really like the expanded options. Thanks for sharing! happy.gif

Assist, concentrate and Aggravate are yet by the rules and rewritten here with some interesting houserules. Being so automatic might underestimate action cards... I prefer to let RP and social skills importants (check IE distraction with skullduggery or Guile on Devious Manoeuvre action card).

Your point is very interesting for some new GM searching some guidance and stability.

I prefer not to expand Manoeuvre... I even prefer to limit them to : movement OR limited action (open door, etc...) OR prerequisite manoeuvre written on action card. Our Skill Uses are limited to Actions cards "Perform a Stunt".

Thanks for comments!

It's evident my battle scenarios are not enough "location rich" to facilitate valuable and engaging use of maneuvers. Actually, one of my players lost his interested in WHFRP when he kept gaining extra maneuvers but felt they were not useful for him.

It would be great addition to GM materials to have chapter on "designing combat scenes w/ maneuvers"

I updated the materials and added ACM-based "Perform a stunt" with restriction that the skill check has to be non-combat related. This way a character may use ACM to climb on a top of cart (Coordination, easy) and still launch a ranged attack on the same turn.

Manuevers and Actions should "interact" in my opinion so that actions give maneuvers and maneuvers impact actions.

Btw, would anyone have 1920 x 1080 resolution image of a Warhammer-styled frame to be used as a background for slides? Much appreciated!

check this thread for Ready and Delay manoeuvres ideas!

thanks for yours, I think that are good stuff to work out here!

Those are pretty cool. Want do do a one-page summary article for the Liber Fanatica #8?

I like your spellcasting stuff.

jh

Thanks. About ACM? Or other stuff? I'm intrigued but work&family are 110% at the moment.. What is the schedule?

Yes. The Advanced maneuvers specifically would make for a good, quick one-page article. Here's the link to the Inner Sanctum: www.liberfanatica.net/phpBB3/index.php Just make a post and see if there is interest. Mention that you will have an example "linked" to the criminal underworld and it will fit the theme.

Sean Connors (Outsiders) is heading up this issue and I'm sure that we can use a good variety of articles again :)

Jay H

Assistant Ed.