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Combat Special Abilities and Maneuvers
Last updated: 01.2025
The DSA5 system in Foundry VTT fully supports combat special abilities and maneuvers. These can be activated in the combat dialog and automatically affect check modifiers.

Categories of Combat Special Abilities
The system distinguishes between different categories:
| Category | Description |
|---|---|
| Base Maneuver | Basic combat techniques |
| Special Maneuver | Advanced combat techniques |
| Combat Style | Passive combat style bonuses |
| Combat Style Extended | Active combat style techniques |
| Passive | Permanently active effects |
| General | General combat abilities |
| Brawling | Unarmed combat techniques |
Using Maneuvers in Combat
1. Open Combat Dialog
When you start an attack or parry, the combat dialog appears with available special abilities.
2. Activate Maneuvers
- Left-click on a maneuver: Activates it (or increases the level)
- Right-click: Deactivates it (or decreases the level)
- Activated maneuvers are displayed highlighted
3. Tiered Maneuvers
Some maneuvers have multiple levels (I, II, III):
- The current level is displayed as a Roman numeral
- Higher levels have stronger effects and higher penalties

Automatic Modifiers
Activated maneuvers automatically affect:
- AT modifier (Attack)
- PA modifier (Parry)
- DP modifier (Damage Points)
- Range and other values
The total modifier is displayed in the dialog and included in the check.
Maneuver Restrictions
System Setting: Limit Combat Special Abilities
There's an optional setting limitCombatSpecAbs that restricts which maneuvers can be combined:
- Base maneuvers are mutually exclusive
- Special maneuvers are mutually exclusive
- Only one maneuver per category can be active
When enabled, selecting a maneuver automatically deactivates an already active one from the same category.
Opportunity Attack
When Opportunity Attack is enabled:
- All special abilities are automatically deactivated
- No new ones can be activated
- This simulates the limited options during a reactive attack
Passive Combat Special Abilities
Some special abilities are permanently active and don't appear in the combat dialog:
- Combat Styles (COMBATSTYLE)
- Passive Combat Style Extensions (COMBATSTYLE_EXTENDED_PASSIVE)
- Passive Abilities (PASSIVE)
These are automatically applied as effects to the character and included in combat values.
Common Maneuvers
| Maneuver | Effect | AT Mod | PA Mod |
|---|---|---|---|
| Wuchtschlag I | +2 DP | -2 | - |
| Wuchtschlag II | +4 DP | -4 | - |
| Finte I | -1 PA for defender | -2 | - |
| Defensive Kampfweise | +2 PA | -2 | +2 |
| Gezielter Stich | Bypass armor | -4 | - |
Tips
- Know Your Options: Review available maneuvers before combat
- Situational Use: Different maneuvers suit different situations
- Stack Wisely: Consider the cumulative penalty when combining abilities
- Character Build: Some maneuvers require specific prerequisites
See also: