TOZ wrote:FrankTrollman wrote:It's official now: Combat Maneuvers suck a monkey nut.
-Username17
Can you expand on that a bit more Frank? I understand how the Improved feats are nerfed, and that the maneuvers generally aren't worth the time. It does seem like the CMD is based on your opponent rolling a 10 now, hoever, and their defensive training feat lets you use HD as BAB for calculating rather than a +4 to your defense.
CMB = Base attack bonus + Strength modifier + special size modifier
CMD = 10 + Base attack bonus + Strength modifier + Dexterity modifier + special size modifier
As one rises in level, Strength and Dexterity both increase. Our 17th level sample Barbarian has a CMB of +24. A CR 13 Storm Giant has a CMD of 40. Our CR 16 Cornugon has a CMD of 45. And both of those are before equipment. She needs a natural 16 to accomplish anything against a monster
four levels lower than herself, and she only succeeds on a natural 20 against the fiend one level lower than herself if she can convince the DM that a natural 20 always succeeds on a Combat Maneuver roll.
And that's before we get into the maneuvers themselves:
Grappling no longer requires a free hand, it requires two free hands to avoid an additional -4 penalty to the Combat Maneuver Roll. So our Barbarian has to outright drop her greatsword to succeed on a grab attempt against that Storm Giant on anything other than a natural 20. And it doesn't even do anything unless you keep the grab up for two turns in a row (and the enemy can full attack you in the round in between - no fooling). Verdict: Useless.
Bullrushing is changed all out of recognition. Now, you almost get Domino Rush for free, except that you suffer a -4 penalty to try (which means it doesn't succeed). Also, you still push them one extra square for every 5 points you exceed the DC, which with CMB being what it is you're only ever going to get a 5 square shift off that maneuver. Also, pushing enemies into impassable squares makes your bullrush fail instead of dropping them prone. Verdict: Useless.
Overrun is based on the Andy Collins' petulant errata version where it's always a standard action and can't be combine with a Charge. So you already know it's bad. But they actually made it worse. See, your target can still let you go if they don't want to risk you making a CM check against them, but they might as well take the attack of opportunity because the only thing that happens if you succeed is you moving through their square. To get the knockdown effect, you need to exceed their CMD by five. Verdict: Useless.
Trip You get counter tripped if you fail by 10. So our sample Barbarian will actually trip the Cornugon on a natural 20, but fall down herself on a 1-11. Improved Trip has been divided into two feats (seriously) and the extra attack at the end is now an Attack of Opportunity so you need Combat Reflexes to actually have it stack with the attack you get for them standing up again. Verdict: Useless.
-Username17