Sample Maneuvers
The Book of Iron Might Preview
By Mike Mearls
Illustration by Kieran Yanner
This
final section [from Chapter One in The
Book of Iron Might] gives you a number of sample
maneuvers, for both characters and monsters, to show you
how to use this system to add more variety to your game.
Each maneuver description includes a summary of its various
elements. Where applicable, these samples include commentary
on how and why they were designed the way they were, to
give you some insight into the process.
Character
Maneuvers
These sample maneuvers include a number of called shots,
an old standby of many game systems and gaming groups.
A called shot is an attack against a specific body part
or portion of a foes anatomy. The called shot maneuvers
given here show you how to transform the descriptive elements
of an attack into game mechanics.
Called
Shot, Arm Strike [Strength]
Effect: Inflict Penalty (2 on attacks): 20
Drawback: Attack of Opportunity, Target Only: +5
Drawback: Saving Throw (Fortitude, DC 10 + half base attack
+
Strength modifier): +5
Net Effect: Total attack roll penalty: 10
You slash at an opponents arm, tentacles, or another
body part that it uses to make attacks. The pain of the
injury and the damage you deal to its tendons and muscles
cause a 2 penalty on all its attacks.
Called
Shot, Glancing Blow to Head [Strength]
Effect: Bonus Damage (+4): 10
Effect: Stagger: 10
Drawback: Saving Throw (Stagger, Fortitude, DC 10 + half
base
attack + Strength modifier): +5
Drawback: Full-Round Action: +5
Net Effect: Total attack roll penalty: 10
This attack is meant to model a careful, deliberate strike.
The maneuver avoids provoking attacks of opportunity by
waiting for the proper moment to strike (hence the full-round
action), but it comes at a cost. This attack can only
stagger a foe, since it lacks the wild strength of the
other called shots.
Called
Shot, Hand [Strength]
Effect: Disarming Attack: 20
Drawback: Effects Only: +5
Drawback: Saving Throw (Fortitude, DC 10 + half base attack
+
Strength modifier): +5
Net Effect: Total attack roll penalty: 10
You smash your foes weapon and hand, causing stinging
pain and forcing him to drop his weapon. This attack focuses
on brute force to knock a weapon away. Compare it to the
standard disarm attack from the core rules to see how
the maneuver system can use a different path to achieve
a similar end. This attack forgoes dealing normal damage
to reflect the fact that it is a strike against a weapon
and hand, and to keep the attack roll penalty manageable.
Called
Shot, Legs [Dexterity]
Effect: Movement Damage: 10
Drawback: Saving Throw (Reflex, DC 10 + half base attack
+
Dexterity modifier): +5
Net Effect: Total attack roll penalty: 5
You slash at your opponents legs, wings, or other
body parts associated with movement, slicing tendons and
muscle to slow him down. This relatively low-risk maneuver
proves useful for capturing opponents or for slowing down
a mighty foe who could pursue you if you attempted to
flee.
Called
Shot, Vitals [Intelligence]
Effect: Bonus Damage (+2): 5
Effect: Stun: 30
Drawback: Attack of Opportunity, Total: +10
Drawback: Full-Round Action: +5
Drawback: Saving Throw (Stun, Will, DC 10 + half base
attack +
Intelligence modifier): +5
Net Effect: Total attack roll penalty: 15
You land a blow at a sensitive portion of an opponents
anatomy. This maneuver shows how Intelligence can serve
as a key ability. It relies on knowing where to strike
rather than striking with tremendous force. The attack
of opportunity drawback is a great leveler, making this
maneuver most useful in one-on-one fights where the attacker
doesnt have to worry about multiple attacks of opportunity.
Glowering
Display (Charisma)
Effect: Forced Movement: 10
Drawback: Full-Round Action: +5
Net Effect: Total attack roll penalty: 5
You make a show of easily knocking aside an opponents
attacks before easily breaking through his defenses. Daunted
by your skill, your opponent steps away from you.
Jawbreaker
(Strength)
Effect: Disable Natural Attack: 20
Drawback: Free Strike: +10
Drawback: Saving Throw (Fortitude, DC 10 + half base attack
+
Strength modifier): +5
Net Effect: Total attack roll penalty: 5
As a monstrous foe snaps at you with its bite attack,
you slam its jaw, shattering teeth and bone.
Joint-Piercing
Strike (Wisdom)
Effect: Disable Natural Attack: 20
Drawback: Attack of Opportunity, Target Only: +5
Drawback: Effects Only: +5
Drawback: Full-Round Action: +5
Net Effect: Total attack roll penalty: 5
You carefully study a creatures moves, seeking the
one perfect place to strike it to ruin a joint and disable
one of its natural attacks. Contrast with jawbreaker,
above.
Overpowering
Strike [Strength]
Effect: Bonus Damage (+10): 25
Drawback: Attack of Opportunity, Target Only: +5
Drawback: Overwhelming Effort: +5
Net Effect: Total attack roll penalty: 15
This wild shot represents a hurried strike aimed at a
foe. It has little chance of hitting a competent foe,
but when it strikes, it can be devastating, making it
the preferred attack of the desperate, the crazed, or
the lucky. Unfortunately, the attacker loses his guard
(provoking the attack of opportunity), and the wild, uncontrolled
swing sends him tumbling to the ground. This maneuver
puts the attacker in a bad position after his strike.
Hopefully for him, its the last attack he needs
to make against this foe. Otherwise, hes in trouble.
Power
Hammer [Strength]
Effect: Knockback: 10
Effect: Knockdown: 20
Drawback: Attack of Opportunity, Target Only: +5
Drawback: Full-Round Action: +5
Drawback: Reflective Effects: +10
Net Effect: Total attack roll penalty: 10
This maneuver is useful against smaller foes that have
superior combat training and are outnumbered. By throwing
yourself at your opponent, you send him reeling backward
and off his feet. While your leap also leaves you knocked
back and prone, your allies are in a good position to
step in and finish off your now very vulnerable foe.
Taunting
Defense (Charisma)
Effect: Inflict Penalty (2 to attacks): 10
Drawback: Full-Round Action: +5
Net Effect: Total attack roll penalty: 5
Using your skill at arms and your natural ability to manipulate
others, you deliver a series of stinging blows that enrages
your opponent and makes him take wild, poorly aimed attacks.
Throw
Debris (Dexterity)
Effect: Inflict Penalty (3 to AC): 15
Drawback: Effects Only: +5
Drawback: Full-Round Action: +5
Net Effect: Total attack roll penalty: 5
You grasp a fistful of dirt, sand, or some other debris
and cast it at your opponents face. While he coughs
and wipes at his eyes, you can take advantage of the distraction.
Weapon
Lock [Strength]
Effect: Disarming Attack: 20
Drawback: Effects Only: +5
Drawback: Opposed Check (Strength): +5
Drawback: Reflective Attack: +5
Net Effect: Total attack roll penalty: 5
You lock your opponents weapon with your own, tangling
it on your pommel or blade. The two of you struggle for
a moment, giving you the opportunity to tear your foes
weapon from his grasp.
Creature
Maneuvers
The
following maneuvers illustrate how you can use these rules
to spice up monsters and give them more options in a fight.
Take advantage of the rules to create vivid, dangerous
encounters where the PCs enemies use their natural
abilities and attacks in new, interesting ways. If you
build unique maneuvers for certain foes, you can develop
signature moves for them that make your villains unique
and memorable.
While
these maneuvers are tied specifically to dragons, you
can easily adapt them to other creatures. They serve as
examples of how you can sculpt maneuvers to fit a specific
creatures anatomy, style, and background.
Crushing
Bite (Strength)
Effect: Ability Score Damage (Constitution): 20
Drawback: Attack of Opportunity, Target Only: +5
Drawback: Full-Round Action: +5
Drawback: Saving Throw (Fortitude, DC 10 + half base attack
+
Strength modifier): +5
Net Effect: Total attack roll penalty: 5
A
dragon or other massive creature with a bite attack can
clamp down on a smaller opponent, crushing him in its
jaws and leaving him horribly injured.
This
maneuver shows how drawbacks can play a much larger role
than does a simple attack penalty for a maneuver. An attack
that requires a full-round action limits a dragons
abilities, as it can normally use a variety of attack
forms, but the benefits of inflicting Constitution damage
can stop a PC dead in his tracks. A barbarians rage
drops by 1 round, and any character loses the equivalent
of 1 hit point per level.
Draconic
Tail Sweep (Strength)
Effect: Area Attack: 5 per 5-foot square
Effect: Knockdown: 20
Drawback: Attack of Opportunity, Total: +10
Drawback: Saving Throw (Knockdown, Fortitude, DC 10 +
half base
attack + Strength modifier): +5
Net Effect: Total attack roll penalty: 5 to attack,
5 per target square
With
a mighty sweep of its tail, a dragon can send the entire
party tumbling to the ground. Dragons use this maneuver
when faced with a large number of smaller, humanoid opponents.
Note
that this maneuver makes use of the Attack of Opportunity,
Total, drawback. A dragon is most likely to use it against
multiple foes, making that drawback a good choice. Each
target has the chance to strike the dragon as it completes
the maneuver. A Fortitude save models a characters
ability to absorb the shock of the dragons tail.
In most cases, it is simply too big for a character to
duck beneath or leap over.
Draconic
Wing Strike (Strength)
Effect: Stun:30
Drawback: Full-Round Action: +5
Drawback: Overpowering Effect: +5
Drawback: Saving Throw (Fortitude, DC 10 + half base attack
+
Strength modifier): +5
Net Effect: Total attack roll penalty 15
A dragon can swipe at an opponent using its wings, hammering
a single foe with concussive, stunning force. The dragon
rises into the air and slams its wings together on an
opponent, pummeling him into submission.
The
penalty to this attack, along with the save it allows,
makes the wing strike ideal against spellcasters. For
that reason, this maneuver avoids attacks of opportunity
as a balancing mechanism. Instead, the dragon must leave
itself vulnerable to other attackers.
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