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What are some good ways of handling unconventional combat actions like shoving, tripping, restraining, and disarming?
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Unconventional combat actions are things that players will definitely try to do in some situations. It's only a matter of time before there is some enemy standing next to a lava pit and a player wants to give them a shove, or something like that. The game needs to have some kind of answer to that, but without interfering with the existing combat system too badly.

What are some useful tidbits that y'all have either encountered or learned from experience about this?

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So, if you have rules for something that doesn't come up most sessions, it's going to be hard to memorise them, and GMs will either home rule it or pause to read the rules. What you could do is have a compromise where you have a framework for "do something interesting" without specific rules, so the GM isn't totally unguided. One example is Cairn. Here attacks auto hit and you just roll damage, but if it have some advantage (eg have the high ground), your attacks are enhanced and do d12 damage regardless of weapon. So simply having broad rules like "makean appropriate skill check, if you pass, attack with a bonus, if you fail, attack with a penalty" might convert much of this.

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4 months ago