Quick Draw Neaties and Combos and other Combos

Leviticus

Mongoose
Quick Drawing someone elses weapon is sweet, nothing is more humiliating to my opponent then when i take his own weapon from his sheath and cut him to pieces with it.

Quick Draw: Lasso

Lassos are fun, especially on horseback : )

Quick Draw for a better crit threat: Quick Draw out a weapon with a high crit range or a x3 and if you dont crit, then just break it with a fate point, so i dont have to risk breaking my workhorse weapon.

Quick Draw: Throwing Weapons

Zhaibar Knifes are nice, very nice a 1d12 one handed weapon is brutal, and even more to throw.

Also with versatility, throwing weapons is very cool. Ive thrown everything from tables, chairs, large battleaxes,
 
Reminds me of that scene from Tombstone, when Wyatt Earp draws the other guys gun and beats him over the head with it.

I like that movie.
I think I'm going to try and make a Conan campaign based on it.
Or at least one adventure.
What do you think?

"I'm your huckleberry."
 
Servant of Bit-Yakin said:
Reminds me of that scene from Tombstone, when Wyatt Earp draws the other guys gun and beats him over the head with it.

I like that movie.
I think I'm going to try and make a Conan campaign based on it.
Or at least one adventure.
What do you think?

"I'm your huckleberry."

ive never seen tombstone
 
Leviticus said:
Quick Drawing someone elses weapon is sweet, nothing is more humiliating to my opponent then when i take his own weapon from his sheath and cut him to pieces with it.

Also with versatility, throwing weapons is very cool. Ive thrown everything from tables, chairs, large battleaxes,

You have a nice GM since you shouldn't be using quick draw to draw someone's weapon, that's what disarm is for.

Plus I've never seen much use for quicl draw and two handed improvised throwing weapons since you cna only trow one of them a round anyway.
 
I like the combo of Quick Draw, Improved Initiative, and Striking Cobra. That way I can perform a Desperate Stab when my sword is sheathed.
 
Yeah, I'd also say that you'd have to either make a grapple attaack or disarm attack on an opponent's weapon in order to draw it, altough Quick Draw would allow you to do it "faster".
 
There should be a combat maneuver that lets you do that. If you have Quick Draw and Improved Grapple and catch your opponent flat-footed, you should be allowed to draw his weapon as a free action. What do you think it should be called?
 
Lord Jolly the Scribe said:
There should be a combat maneuver that lets you do that. If you have Quick Draw and Improved Grapple and catch your opponent flat-footed, you should be allowed to draw his weapon as a free action. What do you think it should be called?
Pick-Pocketing of Doom? :D
 
It should be a combo of omproved disarm and quick draw though, disarm is what allows you to grab stuff off you're opponent.
 
I don't have the books handy, so I'll quote from memory. In Hs Fiercest, there is a combat maneuver called Quick draw two weapon bluff. What it allows you to do is, if wielding a weapon in your primary hand, and nothing in the other, if you pull a successful feint, you can quick draw a weapon with your off hand, and deliver all your off hand attacks vs DV 10. If you have several attacks with your off hand weapon from Improved two weapon combat, you could deliver all those to an undefending target, so you could sneak attack him more that once, or fuel up Power attack. I like the idea, but have been unable to try it. This would be missing on iterative attacks, for the more easily deliverable, but for a thief, I think this is nice in mid combat.

I also like the idea of Improved disarm to disarm someone with the Reflexive parry feat, so if you get them flat footed, they wouldnt benefit from it, and then you could hack at them with their own weapon, but attempting a disarm unarmed has penalties, and two handed wepon wielders get a bonus, so I don't know how well it would work. This is from the viewpoint of a thief, but maybe a character with a full attack bonus could manage.
 
Voltumna said:
I don't have the books handy, so I'll quote from memory. In Hs Fiercest, there is a combat maneuver called Quick draw two weapon bluff. What it allows you to do is, if wielding a weapon in your primary hand, and nothing in the other, if you pull a successful feint, you can quick draw a weapon with your off hand, and deliver all your off hand attacks vs DV 10. If you have several attacks with your off hand weapon from Improved two weapon combat, you could deliver all those to an undefending target, so you could sneak attack him more that once, or fuel up Power attack. I like the idea, but have been unable to try it. This would be missing on iterative attacks, for the more easily deliverable ones, but for a thief, I think this is nice in mid combat.

I also like the idea of Improved disarm to disarm someone with the Reflexive parry feat, so if you get them flat footed, they wouldnt benefit from it, and then you could hack at them with their own weapon, but attempting a disarm unarmed has penalties, and two handed wepon wielders get a bonus, so I don't know how well it would work. This is from the viewpoint of a thief, but maybe a character with a full attack bonus could manage.
 
This is interesting. I never liked the combat maneouvers, thought they hindered and limited rather than enhanced the game play and were extremely counter-intuitive, though I have no problems with feats or skills. :roll: It seems pretty widely accepted among posters on these forums though.

Does anyone else omit them?
 
I have noticed that combat maneuovres are loved by my players and help add flavor to the game that many D20's leave out. With them, they can base their characters around specific "special moves" like from a video game and help flesh out their talents and uniqueness. I make sure they track their maneuovres themselves though cause I have enough paperwork to do on my own then have to check on their ablities evry time it's their turn.

I also award experiences for performing "special ablilities" (Sneak Attack, Track, Ferocious Attack, etc.), so combat man. (got sick of tryiong to type out that word) to me are special abilities and fall under an experience award.

In most D20 games, you only can do special things with feats, so why not throw out the slide ruler and give the players a chance for some free fighting abilities. That's what I think the combat man.s do for them. :)
 
Okay, that I understand. But I prefer a less video game feel than a narrative feel. I think it was an amazing way to individualize the Conan game from the OGL base rules, but when you have to be 5th level before you can jump on a horse (forgive my bad example, I'm writing from work and haven't re-read the rules in a couple years) which is something that you should be able to do with a skill check, well I award points for good character acts instead or doing amazing things.

I just prefer they come up with ideas on their own. But your explanation is totally valid. :)
 
The Combat Maneuvers are fine for what they are, but they are just one more example of overcomplexity that can slow down game play. Extra flavor is nice, but there are a myriad of "extra flavor" bits that cause problems. These include various esoteric bonuses, e.g., Zamorian bonus to certain Gather Info checks, the Sneak Attack Style +1 attack bonus when sneak attacking with the particular weapon, the Shemite +1 damage bonus with bows within 1 range increment, etc. etc. etc. These are all hard to keep track of and should be streamlined.
 
I agree with slaughterj and actually haven't used Combat Maneuvers in my game; my players have enough feats and racial abilities to keep track of.
 
Trodax said:
I agree with slaughterj and actually haven't used Combat Maneuvers in my game; my players have enough feats and racial abilities to keep track of.

I house-ruled To The Hilt so that people could actually use it, as it is one that many quickly get access to and opportunities come up enough (once you address the DR issue) to warrant consideration.

Bull's Charge gets some use in my game, as again it is simple and opportunities to use come up often, e.g., flatfooted foes can't AOO (thus free extra damage) and reach weapons like war spears avoid the AOO as well.

Hooking Parry is too esoteric of a situation to get any use.

A couple require very high level characters, so don't get much use, which is fine.

I might see Sundering Parry and Leaping Charge get some use in the near future in my game.

I like the idea of them, but they do slow things down (though so do things like Sunder, etc., which are basic maneuvers that are rarely used).
 
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