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Martial Exploits For Osr and 5e

Characters can attempt minor or major martial exploits during combat to gain advantages. Minor exploits are limited effects as part of an attack, requiring a hit and a check, like tripping a foe. Major exploits are impressive feats that inspire allies, but reduce Luck on success and require a hit and Luck check. Rescue exploits can protect others within 30 feet by moving into position and passing a Dexterity and Luck check. Failed exploits prevent further attempts on that target until circumstances change significantly.

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50% found this document useful (2 votes)
2K views

Martial Exploits For Osr and 5e

Characters can attempt minor or major martial exploits during combat to gain advantages. Minor exploits are limited effects as part of an attack, requiring a hit and a check, like tripping a foe. Major exploits are impressive feats that inspire allies, but reduce Luck on success and require a hit and Luck check. Rescue exploits can protect others within 30 feet by moving into position and passing a Dexterity and Luck check. Failed exploits prevent further attempts on that target until circumstances change significantly.

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Martial Exploits for OSR and 5e

Minor Exploits
Characters may attempt all manner of minor exploits during combat, often but not always improvised
to fit the situation at hand. A character might trip an opponent, push an enemy out of the way, disarm
her, throw sand in his eyes, or swing from a chandelier to launch an assault. Minor exploits are
generally limited, transient effects that occur as part of the characters attack action; the GM has the
final say on whether a proposed exploit is possible and the effect.
For the minor exploit to occur, typically the character must first hit and cause damage as normal (or
possibly this might occur after the exploit, as in the chandelier example above). The GM then makes
an appropriate ruling to resolve the exploit. Some examples might include:

An opposed strength check to knock on opponent off his feet, or throw him through a window.
An opposed dexterity check to throw sand in someones eyes, temporarily blinding them.
A dexterity check to swing from a chandelier to drop into the fray behind an enemy.
An opposed dexterity check (modified by level) to disarm.

Different GMs will of course make different rulings that suit their table; the above are examples only.
If the exploit is successful, the intended outcome occurs; the target is tripped, or thrown through the
window, or temporarily blinded with sand, etc. The GM makes a ruling to determine the effect.
If the exploit is unsuccessful, the GM determines whether nothing happens or if there is any adverse
effect. As a default option, there is a 50% chance the opponent may immediately attempt the same
exploit against the character (at no action cost).
Example
While fighting some beastmen, a PC attempts to open a gash on his opponents brow to blind him
with his own blood. The player rolls a 16 to hit, and causes 3 hit points damage. The GM then calls for
a opposed dex check to see if the wound is in the right location to cause a brow bleed. The roll
succeeds, and the PCs sword opens a messy wound above the beastmans eyes, temporarily blinding
him next round. If the exploit had been unsuccessful, nothing might have occurred, or the GM might
have applied a 50% chance of the beastman spitting in the characters eyes, attempting to blind her
instead!

Major Exploits
All player characters may attempt major exploits; truly impressive feats of strength and/or skill that
inspire allies and turn the tide of battle. Feats of this kind sometimes find their way into local folklore,
to be recounted by bards for years to come.
PCs may attempt major exploits against any target, but if the target is higher level, the attempt cannot
be made until the target is less than half hit points. GMs will usually advise when this is so. Generally
speaking, NPCs may only attempt major exploits if the target of the attack is equal to or lower level.
Major exploits cannot increase hit point damage or directly cause instant death, but are otherwise
limited only by the players imagination and the scenario at hand. A warrior might kick an enemy into
a well, shatter his foes weapon, impale him on a fence spike, cut off his hand, sever a harpys wing,
or slice off an aberrant terrors eyestalk. The GM has the final say on whether a proposed exploit is
possible in the circumstances.
For the exploit to occur, the character must first hit and cause damage as normal. The attacker then
makes a Luck check, modified at the GMs discretion. If the check is successful the exploit occurs and
the characters Luck attribute is reduced by 1, as usual.
Example
Whilst fighting some giant scorpions, a PC attempts to sever one creatures poisonous stinger. The GM
decides the action is fairly standard for a major exploit in his campaign, and does not impose any
modifiers. The player rolls an 18 to hit, and causes 7 hit points damage. She then makes a Luck check
and succeeds! With a bloody spray, the scorpions venomous barb spins off into the sand!

Rescue Exploits
At the GMs discretion, a character may be able to attempt a rescue exploit, which can only be used
to protect another person or thing. Rescue exploits are only available when it is not the characters
turn, in reaction to something happening within approximately 30 ft. A rescue might include such
things as pushing another character out of harms way, parrying a deadly blow aimed at a friends
skull, or grabbing hold of a henchmen before they plummet into a pit trap.
In order for a rescue exploit to occur, the rescuer must first make a successful dexterity check to move
into position, react fast enough to intervene, etc. If the character moves out of melee, an engaged
enemy gets a free attack as normal. Next, the rescuer must make a successful Luck check, modified at
the GMs discretion. If the Luck check is successful, the rescue exploit occurs, and the rescuers Luck
attribute is reduced by 1, as usual.
Example
In the middle of a trying combat, an enemy sorcerer shoots a blast of deadly lightning at the partys
distracted barbarian. The party thief declares a rescue, attempting to push his comrade out of harms
way. The GM agrees and calls for a dexterity check, which the thief successfully makes. The thief then
makes a Luck check, rolling 1d20 and scoring a 4, well under his Luck attribute of 12. With a warning
shout, the thief barrels into the barbarian, sending both sprawling out of the path of the sizzling blast!

Failed Exploits
If an exploit attempt fails, a character may not attempt another exploit against the same target until
the circumstances significantly change in their favour (eg the target is reduced to below half hit points,
or an ally comes to aid the PC in the melee, etc). A natural 20 on an exploit Luck check (ie a terrible
failure) ordinarily results in a special setback, at the GMs discretion. For example, in the lightning
example above, both the barbarian and the thief might have been caught in sorcerers spell!

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