Showing posts with label Pathfinder. Show all posts
Showing posts with label Pathfinder. Show all posts

Thursday, August 20, 2015

Pathfinder Adventure Card Game Coming to a Tablet Near You

When Paizo Publishing released Rise of the Runelords, the first base set for the Pathfinder Adventure Card Game, in 2013 they re-invigorated the "Card Based Dungeon Crawl" genre. Mike Selinker's design work on the game combined elements of the classic Dungeoneer card game with innovative mechanics from games like Dominion, We the People, Ascension, and Thunderstone and maybe just a dash of Savage Worlds and Dungeons & Dragons 4th Edition.



The Pathfinder Adventure Card Game is an entertaining card based simulation of role playing game campaigns. It is engaging to play and can be played in a relatively short period of time.



Now thanks to Obsidian Entertainment, developer of Fallout: New Vegas, South Park: The Stick of Truth, and the Kickstarter phenomenon Pillars of Eternity, we will be seeing a version of the Pathfinder Adventure Card Game on our tablets. The game has been developed for Apple iOS and Android Tablets, will make its PAX Prime debut in Seattle, August 28 – August 31, 2015.
 
The Obsidian version of game takes advantage of the benefits of computer based play to enhance the player experience by allowing for immediate gameplay, multiple games running simultaneously, and additional downloadable adventures.



As in the table top game, each player will have a unique character composed of a customizable deck of cards and stats, and character classes such as fighter, rogue, wizard, and cleric.

Features exclusive to the digital version of the first release include:
 
  • Reactive cut-scenes featuring Pathfinder’s iconic characters
  • The ability to explore the towns, cities, dungeons, and landscapes of the Rise of the Runelords campaign, including the fiercely independent Sandpoint, and the goblin-infested isle of Thistletop
  • Beautifully enhanced and animated backdrops of every locale
  • Multiple adventure profiles to enable players to experience the campaign using every character
  • Tutorial that distills the rulebook into a mini-adventure
  • Single-player and pass-and-play multiplayer gameplay mode

Obsidian’s Pathfinder Adventure Card Game is scheduled for a fall 2015 release.

About Pathfinder
In the world of Pathfinder, players take on the role of brave adventurers fighting to survive in a world beset by magic and evil. The Pathfinder RPG is currently translated into multiple languages, with hundreds of thousands of players worldwide. The Pathfinder brand has also been licensed for comic book series, graphic novels, miniatures, plush toys, and apparel. For additional information, visit Paizo.

About Obsidian Entertainment


Founded in 2003, Obsidian Entertainment is an entertainment software development company based in Irvine, California, passionately dedicated to the creation of high quality role playing games for all personal computer and console platforms. Obsidian is best known for the products Knights of the Old Republic 2: The Sith Lords, Neverwinter Nights 2, Fallout: New Vegas, South Park: The Stick of Truth, and the record breaking crowdfunding through Kickstarter for Pillars of Eternity. Visit Obsidian Entertainment for more information.

Monday, July 07, 2014

Dungeons and Dragons: 5th Edition and "Zones of Control"

Back in 2012, I wrote a blog post discussing how every edition of Dungeons & Dragons had miniature use as a part of its default mechanics assumptions.

Let me repeat that in clearer language. Every edition of Dungeons & Dragons is a miniatures based tactical role playing game.

As I wrote in the earlier post, this doesn't mean that those playing without miniatures were "playing the game wrong." I've played in at least one adventure in every edition of D&D and there are plenty of rules my gaming groups have either ignored or added to make our own experience more fun. Here are just a few ways my groups have modified game play:

1) None of the 1st Edition AD&D campaigns I've played in has ever used the Weapon Speed Factors or the Modifications for Armor Class.
2) I've played in 1st Edition games that used "Spell Points" for spell casters.
3) As a Game Master, I've disallowed non-Lawful Good Paladins in 3.x and 4e.
4) I had a DM who used Arduin's Damage System in his AD&D Campaign.
5) I've never used the initiative system from Eldritch Wizardry.
6) I give every race a second wind as a minor action (Dwarves get it as a free action) to speed up play.
7) One campaign I played in had us set our miniatures on the play mat in "Marching Order." No matter the shape of the room our characters were attacked based on that formation in Bard's Tale-esque fashion. We could have been in the center of a room 100' x 100' and all of the melee attacks would have been targeted at either the front row or the back row without anyone attacking our Magic Users in the middle.

Every one of the games I played with these groups was fun and thus none of these groups was playing "wrong." None of these groups played games to the rules as written either. No one - with the exception of organized play - should play to the rules as written. Role playing games are written to be adapted to play for your local gaming group. There are two key elements that allow for this without "breaking" the game. First, there are no winners and losers in D&D. The only way to win is to have fun and changing the rules for your local group is one way to create fun. Some changes are fun for a short time before they create more boredom than fun - in general - so there is room for advice regarding power scaling and Monte Haul campaigns, but the aim is to maximize fun. Second, most role playing games - excepting a couple of innovative Indie games - have a Game Master who moderates the game and who has absolute authority in rules interpretation in the local gaming group. So long as the Game Master is fair and focuses on keeping the game entertaining for the players in his or her group, then what rules are included or left out don't matter much.

Man...that's a lot of prefatory information. You can read the older post to see how each edition of D&D has implemented the use of what are called "Zones of Control" or "ZoCs" in great detail in the older post. The short version is this:

Original Edition (Chainmail): Once engaged in melee a unit was stuck until death or a failed morale check.

Original Edition (Alternate Combat): Not locked in combat, but adds "flanking" rules in Greyhawk Supplement. Swords & Spells supplement adds attacks of opportunity.

D&D Basic (Holmes): Attack of Opportunity against those leaving combat.

D&D Basic (Moldvay): Adds "Defensive Withdrawal" similar to "5 foot move" or "shift" in later editions.

1st Edition AD&D: Attack of Opportunity for withdrawal and Rear Attack Rules (Page 69 & 70 of DMG)



2nd Edition AD&D: Similar to 1st (Pages 81 to 84 of Revised DMG)

3rd Edition D&D: See image below.


3.5 Edition D&D: See image below.


Pathfinder: See image below.


4th Edition D&D: See image below.


Each of these editions demonstrates the influence of tactical wargames on the combat systems of each edition. It should also be noted that each edition of the game adds new layers of complexity regarding what affects whether you are in a Zone of Control and whether you are flanking an opponent. Pathfinder, 3rd Edition, 3.x, and 4th edition all have creatures with reach that expands their Zones of Control and each of those games has specific rules regarding how conditions influence your ability to flank other combatants. If you read the earlier article and examine the pages of the 1st Edition DMG you will see that there are rules similar to those implemented by later editions, but you will also wish that the earlier edition had created cool graphic representations like those of later editions.

5th edition (in the Basic Rules) takes a big step away from the trend and is even more abstract than the earliest editions of the game with regard to flanking. I would argue that 5th edition is the first edition with takes "no position" with regard to miniatures and carefully crafts descriptions so that combat can be run either way without house rules or dropping rules -- though it does still refer to "squares" from time to time. The new edition still includes Opportunity Attacks - a firm Zone of Control concept - as described on page 74. But instead of listing a specific amount of distance moved as in Moldvay, 1st AD&D, and later editions it merely lists the need to use the "Disengage" action. The Disengage action can be used with a tactical map, but doesn't require one as it is more narrative in its description than the older "Defensive Withdrawal."  The Rogue class on page 27 hints at the flanking rules for 5th edition which does not seem to entail a good deal of examining to see if combatants align properly on opposite sides of an opponent in a way that require illustration. Under Sneak Attack, the Basic rules state that you can deal extra damage if you have advantage OR "if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the die roll." That's a pretty big shift toward simplicity and away from map use. While it could be argued that the 5 foot rule implies the use of maps, one could easily assume that a creature engaged in melee has an enemy within  feet. If this replaces needing opposite sides for advantage, this is a boon for mapless gaming. It is easily adaptable regardless. So what does this make 5th edition's Zone of Control rules based on the Basic Set?

5th Edition D&D: Attacks of Opportunity (strong ZoC) and potentially with Flanking if another enemy of the target is within 5 feet of it. 

Wednesday, April 03, 2013

Tim Kask: A Tale of Two Magazines


Back in July of 1981 Tim Kask launched the first issue of ADVENTURE GAMING magazine. It was a magazine dedicated to the entire gaming hobby. The magazine launched just as two of the largest "Industry Magazines" (DRAGON and WHITE DWARF) were beginning their slow migration from magazines that covered the entire hobby and into house magazines that covered primarily the products offered by the company publishing the magazine. Tim Kask had been the editor of DRAGON for the first 34 issues of the magazine, so if anyone was qualified to launch a new magazine for the growing hobby he was certainly on that list. Unlike the two previously mentioned magazines, and magazines like Space Gamer, Tim's new venture wouldn't limit what kinds of games it covered. To quote Tim from his "Off the Wall" editorial:

Do you really plan to cover it all? You betcha, Buffalo Bob! The lines that used to separate the types of gamers are becoming more blurred. The amount of crossover interest and participation has never been greater. There can be no disputing the fantasy phenomenon erased a number of those lines, as well as gave the industry an incredible boost in interest in sales. Fantasy remains the dominant force in the industry today, but all areas are showing increased interest and sales. We plan to accurately reflect the hobby whatever direction it may take.
 The words that Tim wrote in 1981 were true, but they weren't sufficiently true for him to launch a successful magazine that lasted years. ADVENTURE GAMING published only 13 issues. As a fan of the hobby as a whole, I find this to be a great loss. Magazines are one of the best ways for modern fans to learn the history of the hobby. They are the primary way we can cut through the "common knowledge" and assumptions about the history of the hobby we so often encounter in conversations across fandom. If you read the article in FIRE & MOVEMENT magazine about the TSR/SPI merger you get quite a different picture than what you hear from former SPI employees. That merger doesn't look to be a clean merger from either side, and one wonders if TSR's attempt to acquire IP while avoiding debt obligations that would have been demanded during bankruptcy wasn't poorly communicated. It certainly created bad blood, and TSR may have been being too "creative" for their own good. Add to that the state of nature-esque competitiveness of that growing market, and modern gaming historians are poorer for the fact that magazines like ADVENTURE GAMING, SPACE GAMER, and DIFFERENT WORLDS didn't do better outside their regional spheres of influence.

Let's just have a look at what ADVENTURE GAMING #1 had to offer:

  1. Scepter & Starship -- A Traveller Variant article. Note that Traveller recently had a very successful Kickstarter over 20 years after this issues publication.
  2. Starting Over: Some Points to Consider Concerning New FRPG Campaigns -- A good how to start a campaign article.
  3. The Joys of Napoleonic Wargaming -- Here you begin to see the breadth of the magazine's coverage.
  4. Reflections -- A "Gamer POV" article about the hobby.
  5. The Adventures of space Trader Vic -- One of the obligatory cartoons.
  6. Campanile -- A column by Kathleen Pettigrew that was a gamer opinion column.
  7. CIVILIZATION: A Game Review -- What it says.
  8. What Makes a Player Good? A DM's View -- An article that looks at a topic that is often under evaluated, that of what players can do to make a better game experience.
  9. Heroic Combat in DIVINE RIGHT -- A cool variant rules article by one of the designers of the game.
  10. Away to the Wars! -- A variant for the KNIGHTS OF CAMELOT game.
  11. Cangames 81 and Canadian Gaming by John Hill -- Yes, that John Hill of SQUAD LEADER fame.
  12. NPCs are People Too! -- An article on how to give more personality to NPCs.
  13. On Being a Gamemaster -- A GM advice column.
  14. Any News of the Questing Beast? -- An overview of KNIGHTS OF CAMELOT
  15. Whither Boardgames -- A column dedicated to the discussion of boardgaming and about how RPGs are hurting boardgame sales and how boardgaming still has value.
It's a pretty interesting lineup and one that would be fun to see in a modern publication. Speaking of modern publications, Tim Kask and his merry band of adventurers are at it again. Late last year/early this year saw the launch of GYGAX Magazine, a quarterly "adventure gaming" magazine. A magazine with a distinctly familiar mission:

We've go material that reaches back to some of the earliest role-playing games, and some of the absolutely newest. Virtual tabletops, fantasy miniatures rules for toddlers, complicated mathematical answers to simple questions, even a city in a swamp...we've got it all here. If there's one question that's come up more than any other while we were making this magazine, it's been "what are you going to write about?" From here on out, we would like to direct a similar question at our readers. What would you like to read? Drop us a line and let us know. With your help, we want to see tabletop gaming thrive and expand.
 While the wording is more "marketing" oriented than the older editorial, the message can be said to be very similar to the older quote, "We plan to accurately reflect the hobby whatever direction it may take." The first issue of GYGAX features the following:

  1. The Cosmology of Role-Playing Games -- An incomplete but interesting look at the role-playing game hobby as a cosmology. It has a lot of important games, but it misses a few games I would consider highly influential. Not to mention that it just ignores 4e completely.
  2. Still Playing After All These Years -- An editorial by Kask. A very good one.
  3. Leomunds Secure Shelter -- An article by Lenard Lakofka, of Bone Hill fame, that looks at the math of AD&D.
  4. The Ecology of the BANSHEE -- With the demise of Kobold Quarterly, it's nice to see an ecology article.
  5. Bridging Generations -- An article by Luke Gygax discussing the continuation of the hobby.
  6. Gaming with a Virtual Tabletop -- What it says.
  7. Keeping Magic Magical -- An article by Dennis Sustare the designer of SWORDBEARER a game that very much kept magic magical.
  8. Playing It the Science Ficiton Way -- A discussion of METAMORPHOSIS ALPHA and its origins.
  9. DMing for Your Toddler -- Cory Doctorow's less useful version of Highmoon Games RPG KIDS. Do yourself a favor and buy RPG Kids.
  10. Greate Power for ICONS -- Steve Kenson article for the supers RPG.
  11. The Future of Tabletop Gaming  by Ethan Gilsdorf -- The second "celebrity" article. It's a good article, but I'm wondering if Shannon Applecline couldn't have done a better job.
  12. The Gygax Family Storyteller -- What you might imagine, in the best possible way.
  13. Talents OFF the Front Line -- An article for GODLIKE by Dennis Detwiller.
  14. D&D past, now, and Next by Michael Tresca -- A good article that none the less falsely states that 4e is the "first edition to explicitly require an objective environment." No, that would be 3e and both Line of Sight rules and Flanking rules.
  15. Gnatdamp -- A city in a swamp. Good article.
  16. The Kobold's Cavern -- Wolfgang Baur!
  17. Magical Miscellany -- Support for Green Ronin's AGE.
  18. An AGE of Great Inventions -- More support for Green Ronin's AGE, which is a wondrous thing.
  19. Scaling Combat Feats for PATHFINDER -- A good article by someone who wants to address the "feat taxes" of 3.x and PATHFINDER. Insert my snarky remark about how PATHFINDER is already amped up, so why does it need to be turned up to 11. Answer with "because it's a game and there is no wrong way to play" response.
  20. Marvin the Mage -- Obligatory Cartoon.
  21. What's New -- Obligatory Cartoon.
  22. Order of the Stick -- Obligatory Cartoon.
As you can see, Tim is being more conservative in the new venture. There are no mentions of Napoleonic games here and the focus is on fantasy. The magazine still covers a wide swath of the hobby though. It has yet to be seen if there is a market for this publication. I'm certainly the target audience, and I've already got a one year subscription to print and digital, but who else will be is the vital question.

Will GYGAX be the next ADVENTURE GAMING or will it be the first of a new breed of hobby based magazines? Only time will tell. It wasn't for lack of quality that ADVENTURE GAMING failed.
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Tuesday, May 24, 2011

Combat Maneuvers in 4th Edition D&D


One of the chief innovations of the 3rd Edition of the Dungeons & Dragons role playing game was the incorporation of robust mechanics for combat maneuvers. Earlier editions of D&D had vague rules for parrying blows, but little to no guidance with regard to how your character could disarm an opponent or trip a foe. To be fair, some products featured what I would call "patchwork" fixes that allowed for these activities (case in point the D&D "Master's Set" for the Mentzer edition), but the mechanics didn't seem organic to the system. With 3rd edition, this changed. The maneuvers weren't always easy to accomplish for all characters, and often contained a "feat tax" to perform them without consequences, but they were clearly defined and articulated.


Paizo's Pathfinder role playing game took the basic mechanics of the combat maneuvers in 3.5 and expanded them, clarified them, and aided Gamemasters by adding listings for "Combat Maneuver Defense" and "Combat Maneuver Bonus" which helped to speed up calculations during play. They also made some small adjustments to the system.

The combat maneuvers -- other than basic strikes -- that 3.x and Pathfinder presented mechanics for include: Bull Rush, Disarm, Grapple, Overrun, Sunder, Trip, and Feint. Each of these can add some narrative dynamics to combat that empower players to control the "story" of how combat takes place and they add to the excitement of the combat experience.

A chief complaint is that 4th Edition is that the system lacks a robust system like that presented in 3.x -- in fact it is one of the complaints I hear most frequently about 4e. The typical response to those who make this complaint is that the "basic combat maneuvers" of 3.x and Pathfinder are difficult to achieve without appropriate feats and that 4e "solved this" by incorporating the effects of most of these maneuvers into the "powers/maneuvers" of the classes for which these maneuvers are appropriate. After all, the line of argument goes, making a grappling mage in 3.x/Pathfinder isn't an easy thing to do -- the feat tax "trap" and the method of calculating basic attacks -- meant that it was primarily Fighters who were good at these maneuvers.

Both the complaint and the answer are deeply flawed and don't accurately represent the problem or solution. The problem isn't that the system lacks a robust system for using these maneuvers, nor is the solution that they've incorporated the maneuvers into powers/exploits of the various classes. The problem is that 4e does have the mechanics, and they even show you how to use them on page 42 of the Dungeon Master's Guide, but that they only clearly articulate the rules for a couple of them and expect that DMs will follow the advice on page 42 for the remaining maneuvers -- or extrapolate them from the information contained in the rule books.

This is a problem of rule book drafting philosophy. As role playing games have grown as a hobby, many rules systems have become more specific in how combat maneuvers and abilities are expressed. In a manner of speaking, the mechanics of the game systems have become more like computer program subroutines and have become less subject to "DM interpretations" that may differ from group to group. The pinnacle of this style of mechanical subroutine presentation are the Hero System and GURPS, but 3.5 wasn't far behind. A key advantage to these systems is that groups can do narrative combat actions using the Rules As Written (RAW) rather than the Rules As Intended or even the Rules As Interpreted. This kind of design doesn't end rules arguments at gaming tables, but it does lessen them from the days of "rulings rather than rules." Neither the "rulings instead of rules" or "rules instead of rulings" philosophies are superior to the other, but each has its advocates and 3.x was pretty heavily on the "rules instead of rulings" side.

Surprisingly, to those who might think otherwise, 4e has a heavy "rules instead of rulings" philosophy. So much so that some gamers think of 4e as a board game or miniatures war game more than a role playing game. But the game also has a heavy -- and deep -- "rulings instead of rules" philosophy. The game tried to have the best of both worlds. It wanted the rules stability, balance, and statistical predictability of a game like Feng Shui -- where the "average" result of a character's action against a difficulty number is equal to their skill/ability score -- but they also wanted the narrative flow of a game like The Burning Wheel or Savage Worlds. In fact, once you understand the underlying math of the game it can be played entirely using the "Skill Challenge" system without ever using the combat rules -- but that is another post entirely.

The 4th Edition of D&D has a great deal of advice for playing with RAW, but they have moved beyond "Rules as Intended" or "Rules as Interpreted" and have many "Rules as Possible" which are a combination of written and interpreted rules that allow for DMs to recreate the maneuvers from the prior edition without ever creating new rules systems. To do it well, a DM does need to understand the underlying math of combat, but 4e has a pretty simple and a very static (from level to level) system. This is the game's greatest strength -- it makes designing balanced encounters easy -- and its greatest weakness.

The game provides specific examples for how Bull Rush and Grapple work in 4e, and they provide the mechanics for the rest -- but they never construct those remaining maneuvers. Page 42 of the Dungeon Master's Guide gives specific guidance on how to construct the maneuvers, but the specifics are left to the DM to construct.

The basic 4e combat math is as follows. Monsters will have an Armor Class equal to approximately 14 + level -- 15 for a Level 1 monster -- with some slight variation for the monster's "role." Monsters will have a base to hit bonus vs. Armor Class of 5 + Level -- +6 for a Level 1 monster -- and will attack other defenses at 3 + Level -- +4 for a Level 1 Monster. A Player Character will have between a 16 + Level and 20 + Level Armor Class -- depending on "role" -- and will have between a 5 + Level to 8 + bonus to hit an opponent's AC (2 less versus NADs). There is some variation of this, but these are fairly good baseline assumptions.

This means that a Monster -- attacking AC -- will be +6 vs. an AC of 17 to 21 thus hitting 30% to 50% of the time, while players will hit between 60% to 75% of the time. Tactics will modify both of these numbers upward with some roles ("Strikers") hitting 90% of the time. These percentages remain the same -- with very little variation -- throughout a character's "career." The game's progression is relatively level so that challenges have a similar character risk regardless of level, though the growth of Encounter and Daily Powers make the dynamics of combat change as the levels progress.

These assumptions are quite different than the underlying mathematical assumptions of 3.x/Pathfinder. 3.x combats are a little harder to balance, as the combat atop the Belltower in Paizo's first Adventure Path can attest, but they can be quite exciting. While high level threats in 4e might be as challenging to characters as threats were at low levels, they are still relatively narrow in tactical options -- each monster is only expected to live a certain number of rounds so there are only so many attack options given to each opponent -- whereas 3.x/Pathfinder opponents can become quite complex in their tactical offerings in later levels. Anyone who has stated up high level NPC or Dragons knows how detailed these characters can be. This level of granularity is refreshing to many players, and as an old Hero grognard I have a deep appreciation of it. This difference of granularity could be a post in and of itself, just let it be said that 4e characters are always at the same risk of death as they were at low levels and that 3.x characters encounter more tactically diverse (within a single opponent) challenges.

What is key here is that 3.x/Pathfinder is slightly harder to balance for as its combat system is looser. I'm going to use 3.x as a reference for constructing 4e versions of

So how do we bring Bull Rush, Disarm, Grapple, Overrun, Sunder, Trip, and Feint to the 4e table without actually creating new rules? How do we use the existing rules set to bring in more tactical options? Will it break the balance of the game?

I'll answer the last question first. Adding these maneuvers as powers will not break the game. There are already a number of classes, the two Essentials Rangers for example, who have "trip" effects as part of damaging powers, and the Essentials Knight has a Bull Rush capability added to one of its powers. Additionally, 4e does allow anyone to use Bull Rush and Grapple as maneuvers. We'll be using those mechanics to establish our guidelines. This leaves only Disarm, Overrun, Sunder, Trip, and Feint for us to create maneuvers for.

First, let's take Trip. Given that there are currently classes that -- at 1st level -- can Trip as a part of a normal attack action, it isn't game breaking to create a Trip Maneuver. Additionally, being knocked prone in 4e -- while bad -- isn't as horrible as being knocked prone in 3.x/Pathfinder.

TRIP
Essentially, Trip is an attack based on your combatant's Strength against your opponent's Reflex defense. If you hit, then you knock the opponent prone. No damage, just a prone opponent.


You might add a "Trip Training" feat that allows characters to use other statistics as the basis for tripping, just as the game has Combat Training to allow Basic Attacks to be based on alternate stats. I recommend doing so, and making it an Heroic feat.

I also recommend creating a "Sweeping Trip" power that can only be used by those who have the feat -- which I recommend be a Paragon level feat. This feat will allow a combatant to Trip anyone in a Blast 1.


It might also be wise to create feats that allow characters to used certain weapons with Trip attacks, thus gaining the proficiency bonus for those attacks. Weapons like Pole Arms and Staffs should have a "Trip Weapon Proficiency" feat, that lets you use their "Trip Weapon" feature.

Disarm is a little trickier, but not much. Given that damage for monsters is based on level, and not on weapon, a disarm attack's effect isn't just the removal of the weapon it also has an impact on damage dealt.



TRIP
I would represent this through the Weakened condition, which halves the damage done by character, that can be ended by spending a move action to pick up a weapon. In essence, the monster must choose between spending an action to pick up a weapon -- or doing less damage. I would also make the attack a little more difficult than a normal melee attack and give a -2 penalty to attack rolls. Given 4e's tendency to have Non-AC Defenses 2 lower than AC, and most weapons provide a Proficiency bonus of +2, this works nicely.


Feint could easily be represented as a Weapon Attack using Strength - 2 vs. Reflex attack that grants the next attack Combat Advantage. Given that there are feats that grant Combat Advantage in easy situations, and that Doppelgangers have a Minor Action that does just this effect, it seems in line with the game's intent.

Sunder would be a Strength vs. Reflex -2 attack that specifically targeted the opponent's weapon or shield. I will give this its own post, as calculating the HP and DC of the attack requires me to look through the Essential DM's book.

Overrun is also easy, but I'd like to give it its own post as well.