Naveen
Arcane
- Joined
- Aug 23, 2015
- Messages
- 1,115
people who want trip, sunder, grapple, bull rush, charge, disarm, overrun, feint, aid another, or anything I can't remember right off-hand
A lot of that stuff is already assumed to happen in a normal round combat, it's just that we have grown used to watch two simple sprites stand still while mechanically hacking each other, so we forget that they should be dodging, parrying, feinting, etc. (a bit more like in NWN 1.) The other half, well, many of you are mentioning D&D, and the truth is that many D&D editions had wrestling, grappling, etc. mechanics. They were just hidden in the DM Manual or in some obscure "Optional" table that nobody bothered to use (and I can't blame them.) E.g., The AD&D 1st ed DM Manual has rules for grappling, pummeling, overbearing someone, and other non-lethal attacks, and includes oddly detailed tables with every variable imaginable (including the size of your target, or whether you are pummeling it with the pommel of your dagger or your mailed fists.)
As long as it's well implemented and serves a purpose, I'm fine with those "non-damage combat abilities." But I believe these tactics should be high-risk, low-probability, but with a high pay-off, which means that they are very risky to do but, if you succeed, they may save your character's life or turn the tables on the battle.
Also, it's a pity that very few games bother to implement flanking and rear attacks (or morale, for that matter,) as well as aiding a companion, because those are basic combat strategies.