Talk:MLP Dramatic Systems
Hier sind einige Maneuver die es nicht geschaft haben ur Standart aktion erklährt u werden. Diese können später in der Worls Guide u den Combat Maneuver hinugefügt werden.
Charge As a standard action, you can move your speed (minimum 2 squares) in a straight line through unobstructed terrain, and then make a melee attack at the end of your movement. You gain a +2 bonus on your attack roll and take a -2 penalty to your Reflex Defense until the start of your next turn. You cannot charge through low objects, difficult terrain, or squares occupied by enemies, but allies do not hinder your charge.
Disarm As a standard action, you may attempt to disarm an opponent, forcing him to drop one weapon (or other object) that he is holding.
Making a Disarm Attack:
Make a normal melee attack roll against your opponent, who gets a + 10 bonus to his Reflex Defense. If your opponent is holding the weapon with more than one hand, you take a -5 penalty on your attack roll to disarm him.
If the attack succeeds, your opponent is disarmed. If you successfully disarm your opponent with an unarmed attack, you can take the disarmed weapon. Otherwise, it's on the ground at your opponent's feet (in his fighting space). If your disarm attack fails, your opponent can make an immediate free attack against you.
Improved Disarm: If you have the Improved Disarm feat (see page 85), you get a +5 bonus on your melee attack roll to disarm an opponent, and your opponent doesn't get to make an immediate free attack against you if your disarm attack fails.
Ranged Disarm: If you have the Ranged Disarm talent (see page 217), you can attempt to disarm your opponent with a ranged attack. If the attack fails, your opponent doesn't get an immediate free attack against you.
Fight Defensively As a standard action, you can concentrate more on protecting yourself than hurting your enemies. You can take a -5 penalty on your attack rolls and gain a +2 dodge bonus to your Reflex Defense until the start of your next turn. If you choose to make no attacks until your next turn (not even attacks of opportunity). you gain a +5 dodge bonus to your Reflex Defense until the start of your next turn.
Acrobatics: If you are trained in the Acrobatics skill, you instead get a +5 dodge bonus to your Reflex Defense when you fight defensively, or a + 10 dodge bonus if you choose to make no attacks.