I think a good start to the discussion on how to make a Maneuver system is oddly enough to be found in the D&DNext Playtest discussion thread. This is odd, because 5e does not have a maneuver system, let alone a good one. But that very flaw brought out quite a bit of coherent discussion about what a maneuver system is for and how it can work. And so if you haven't been keeping up on that thread, I've copypastaed the relevant bits behind the spoiler tag:
DrPraetor wrote:To say,
"it is important to have sensible and believable tackle rules"
is not the same as to say,
"it is important to make judo a credible strategy against platemail wearing knights"
Tackles are important because sometimes the guards come, and they must seize the princess! So that has to be possible. It does not therefore follow that the party has to include a Judo-master and also a swordsman, and the Judo-master will need pits and narrow hallways and things into which he can throw people.
Now, if you want to make a character type, who has the special power that they are supernaturally so bad-ass that they can walk over to a bunch of armed and armored knights, and fling them into each other with his Aikido, that's okay as well, but frankly, since that guy is using either magical powers or "super martial arts" which might as well be magic since they don't need to obey our common sense understanding of the world, super-Aikido does not even need to interact with the standard grapple rules. The standard grapple rules exist so that a big burly guard can grab the Princess and drag her kicking and screaming to be locked away in a tower until she agrees to marry Baron Malvolge; or, if the Princess is quick and spunky, we need to know just how quick and spunky she needs to be in order to get away. Our understanding of the real world requires such a thing to be possible.
The super-Aikido might as well be a special effect for telekinesis, because it requires us to believe that sufficient skill in martial arts will enable you to stand your ground against a charging knight or an enraged grizzly, and also to use it's momentum against him and throw him into something.
K wrote:There are all kinds of things a really engaging and fun combat system needs to include.
For example, throwing sand in an enemy's face. Kicking a chair at someone to trip or block a charge. Picking up and tossing things like barrels or rocks, knocking back tables so that flying coins and cards distract people, dropping down on enemies from trees or ledges, riding or climbing large monsters in combat, pushing statues or rocks onto enemies or dropping stalactites or candelabras on enemies.... the list goes on and on and that's before you even get to fantasy stuff like covering your magic sword in lava or tossing clay pots full of green slime.
Now, 5e's current solution is to MTP those situations and have the DM create a system on the fly.
I don't know why people think that the average DM can create a good, simple, and balanced system to do those things, but they seem to think that it's the best thing since sliced bread.
Lago wrote:As far as basic, universal maneuvers and object interaction go I think that 3.0E's list was actually pretty damn solid. Probably the only ones I'd really add or elaborate on is attacking someone in the middle of a jump and making the mount rules less wonky. I'd add some more 'standard' terrain or rules such as lighting people on fire or spilling a barrel of molasses or dried peas. And also I'd make the falling/throwing rules more transparent with each other.
FrankTrollman wrote:The actual list isn't bad, but the generic aid/distract abilities need to be expanded so that you can throw sand in peoples' faces. The resolution of those abilities needs to be simpler - and AoO and an opposed attack roll is like three times as many die rolls as I should have to make to disarm a guard. And they all need to be much better - disarming a dude because he has a magic snake staff should be something that is worth doing at all levels where enemies have magic snake staves.
But this applies to the rules and the lack of them in 5e as well. When guards seize the princess, they should seize the damn princess. As is, she apparently gets to make a Strength or Dexterity check every round to wriggle free, and the difference between being a princess and an evil guard is not much. A Strength 14 guard is only creating a DC 12 for the Princess to make her Dex check at +1 against - she is literally escaping once every 12 seconds. That's just stupid. Grapples need to actually hold people down.
Now that may invalidate attacking with your sword, but it doesn't have to. If attacking with the damn sword actually killed people, then special maneuvers could be pretty damn good without making the standard attack obsolete. You could start by not giving random minotaurs 132 hit points when a longsword does a d8+3.
FrankTrollman wrote:Imagine for the moment that you had a working maneuver or stunt system. What that means is that you have attacks like throwing sand in faces, knocking weapons out of hands, and pinning enemies' arms to their sides that, while not contributing to hit point ablation are nonetheless useful some of the time.
Obviously, if your target is a 2 hit point Kobold and you do 3 damage even if you miss because of reaping strikes or some shit, then it doesn't matter how good grappling, spitting, or disarming is because it's still not going to be equal to a 100% of dropping your target as soon as the declaration is made. On the flip side, if beating on enemy is going to take 10 rounds because they have over a hundred hit points and your attacks inflict 7-8 on a hit, a debuff doesn't have to be very impressive at all in order to be the obvious opener in that combat.
Elites and solos encourage the tactic of opening with one or more debuffs and then grinding the enemy down when they are crippled. Mooks encourage the tactic of damage spam.
K wrote:Solo monsters also encourage MMO-style tanking. The monster's attacks tend to be focused on the heavily armored guy who is healed by the healer instead of several monsters attacking several less armored PCs who can't be healed as quickly and will take more damage because of their lower armor.
More monsters can sometimes also mean more chances to focus fire, and that can be deadly for low armored PCs like Wizards.
K wrote:That's definitely true. I guess a more general way to say that would be that a battle with an enemy who is going to last several rounds encourages "management strategies". Those strategies could include debuffs, combat healing, tanking, battlefield control, stun locks, kiting, or even just hate-shifting. Enemies who can be exploded quickly encourage the players to just do that and provide any required healing after the fact.
It's a difficult thing to set up, because while management strategies have the potential to be much more interesting and in-depth than rocket launcher tag (which is the primary reason given for people not liking the SoD paradigm), it's also very easy for it to fall into some pretty boring scripts. Cast web, grind away with crossbows. Cast Glitterdust, stab until golden brown. And so on.
Making management strategies interesting and dynamic is not easy. Certainly they weren't in 4e. An encounter management script is actually even less interesting than a RLT smackdown. I could imagine healing and dispel effects to be a major part of making that sort of thing interesting, because they are by definition reactive. But the 4e setup had you use the same ones in the same order all the time, and that was terribad.
So here are the reasons you'd use a non-standard maneuver:
- Your basic attack is unlikely to drop an enemy and you want to debuff them.
- For whatever reason you do not want to kill or injure your opponent, but you want to reduce the threat they pose.
- You want to capture the opponent.
- There are multiple enemies, and you'd rather debuff the group than attempt to drop a single mook.
- There is a specific action you want to cause or prevent (such as the pulling of an alarm) more than you care about the welfare of one of your opponents.
- Your basic attack is unlikely to work, and you'd like to accomplish something.
-Username17

