od&d combat maneuvers
Among classed characters, only fighters can attempt maneuvers. They can only be used on humanlike targets. A maneuver is attempted in the place of an attack.
To attempt a maneuver, roll 2d6 and contest the result against the table below. The target number will always be the highest which is applicable. If you roll equal to or greater then the target number, the maneuver succeeds, otherwise it fails.
Example: attempting to stun a target with a helmet requires a score of 11+, regardless of other equipment they are or aren't carrying.
Combat Maneuvers vs Armour (2d6)
| Maneuvers | No armour/leather | Chain/Plate | Helmet | Shield |
|---|---|---|---|---|
| Disarm | 7 | 8 | 7 | 10 |
| Topple | 7 | 10 | 8 | 8 |
| Stun | 6 | 9 | 11 | 7 |
| Parry | 7 | 8 | 7 | 8 |
The attacker receives a +1 to their maneuver roll if they are of a higher level (/more Hit Dice) than the target. They receive a -1 if they are a lower level.
The attacker receives a +1 to their maneuver roll against foes which do not have a weapon in hand.
If a natural score of 12 is rolled on a Disarm or Topple, the target is also Stunned.
Maneuver Descriptions
Disarm. The target drops their weapon. If they wish to pick it up on their next turn, it takes the place of their attack.
Topple. The target falls to the ground. Attacks automatically hit them until they can stand up. Standing up takes the place of their move. Fighters are entitled to a save vs. paralysis in order to prevent a successful Topple, except on a natural 12.
Stun. For the next 1d6 rounds, the target suffers a -2 to hit, and incoming attacks against them are made at +2. Stunned creatures can't cast spells.
Parry. The target suffers a -2 to hit against the fighter on the following turn. If they miss, the fighter makes a free counterattack at +2 to hit.
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| "The lady watches the combat" -- Henry Macbeth Raeburn |

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