Theres a few options
1 match the phb combat manuevers to fluff descriptions
2 adapt d20 combat feats to match fluff descriptions
3 break down the fluff for all the forms and assign advantages/disadvanages to each....ie +1 to attack, -1 to defense, disarm on a 19 or 20
Heres the manuevers and a list of the seord forms from the wotc wiki
COMBAT MANEUVERS
Players try all manner of inventive actions during combat, from using chairs as shields, trying to dodge opponent’s blows or running haphazardly away from some monstrous beast. It is impossible to enumerate and describe all the possibilities and it is unproductive to try and do so. These generally fall into a category of combat maneuvers.
Some of the more common combat maneuvers and their effects are listed and described below. These rules can be considered optional as they are not necessary to gameplay. They are provided to allow the Castle Keeper and players more options in combat and to introduce the concept of amending and adding rules to fit a group’s style of play. They should be introduced slowly and with practice to insure that they meld with the style and tempo of play desired by both the players and Castle Keeper.
DODGE
In this case, a character can dodge up to three attacks in a round that originate from an attacker(s) which they are facing and are aware of. If dodging, the character sacrifices their action in that round. The character cannot attack, cast spells, move or use an ability or item. The character gains a +2 to their armor class while dodging. A character can dodge every round should they desire. A dodge can be declared at any time in a combat round as long as the character has not taken any other action.
DISENGAGING FROM COMBAT
Disengaging from combat is a dangerous maneuver since it exposes the character to attacks. If disengaging, a character can take no other action. The character is only allowed a movement, which is part of the two types of disengagement. Monsters and non-player characters can disengage from combat. They can also opt to follow those disengaging from combat.
A hasty disengagement is one in which the character or monster attempts to leave combat and expends all effort to do so. A character disengaging hastily may move as far as possible up to their maximum running distance, but they suffer a -2 to armor class and their opponent gets an attack against them as they run away. This is a free attack and does not count against the opponent’s other action in the round, although the opponent may not make a second attack against the fleeing character. The armor class adjustment lasts throughout the combat round and applies to every attack against the fleeing character.
A fighting disengagement is a more carefully executed withdrawal from combat. By performing a fighting disengagement, the character moves one-half their movement rate or less away from their opponent and they can disengage from combat. The character suffers no penalty to armor class, but they cannot take any other action in the round.
DISARM
A fighter, ranger, knight, rogue, assassin, cleric and paladin can disarm an opponent. The character must successfully hit an armor class equivalent of 18 plus the hit dice or level of the defender to successfully disarm them. For example, a ranger would need to hit an armor class of 23 to disarm a 5 hit dice creature or 5th level opponent. The defender receives a dexterity bonus to this armor class, if applicable.
EVADE
This maneuver is a desperate attempt to avoid being hit and involves using all one’s energies to dodge and parry blows but remain engaged in combat. The character doing this is allowed to evade one opponent they are facing. Evade confers a +4 bonus to armor class for that round.
FLANK ATTACK
The flank attack takes place to the left or right rear side of a defender. Flank attacks should be used consistently for monsters and characters alike. The defender may or may not be aware of the attack, but in any case, is less capable of defending against the flank attack than those from the front. A flank attack confers a +1 bonus to hit.
REAR ATTACK
An attack to the rear of an opponent gives the attacker a +2 bonus to hit. The rogue and assassin do not get this in addition to their back attack bonus, as it is already considered in their class abilities.
TWO WEAPON FIGHTING
At some point, characters will attempt to fight with a weapon in both hands. This is a difficult skill to master, and it takes much experience to do it well (see the monk class). When using two weapons, the player must designate which hand is used for the primary attack and which is the off hand attack. Typically, this is determined by the handedness of the character, either right handed or left handed. The character is allowed to swing with both weapons, thus gaining two attacks in a single round, but the attack with the primary hand is at -3 and the attack with the off hand is at -6. These penalties are affected by the character’s dexterity modifier. The character’s strength modifier only applies to damage inflicted.
A monk may use the two-weapon fighting rule to gain a second hand- to-hand attack before the character reaches 6th level. If the monk does so, both attacks suffer the penalties for two-weapon fighting and the secondary attack inflicts normal fist damage of 1d2 hit points. When a monk reaches 6th level, the character gains a secondary hand-to-hand attack. A monk’s secondary hand-to-hand attack ability does not suffer any penalty for two-weapon fighting and it inflicts the damage in the monk special ability chart. But, if a monk at any level fights with a weapon in one hand and attacks with his other hand, whether a primary or secondary attack, the monk suffers the standard penalties for two- weapon fighting and follows the preceding rules in this paragraph as to secondary attack damage.
http://wot.wikia.com/wiki/Sword_forms?a ... ction=edit
* Cutting the Clouds
* The Cyclone Rages
* Dandelion in the Wind
* The Dove Takes Flight
* Eel Among the Lily Pads
* The Falcon Stoops
* The Falling Leaf
* Folding the Air
* Folding the Fan
* The Grapevine Twines
* The Heron Spreads Its Wings
* Heron Wading in the Rushes
* Hummingbird Kisses the Honeyrose
* Kingfisher Circles the Pond
* The Kingfisher Takes a Silverback
* Kissing the Adder
* Leaf on the Breeze
* Leopard in High Grass
* Leopard in the Tree
* Leopard's Caress
* Lightning of Three Prongs
* Lion on the Hill
* The Lion Springs
* Lizard in the Thornbush
* Lotus Closes Its Blossom
* Low Wind Rising
* Moon on the Water
* The Moon Rises Over the Lakes
* The Moon Rises Over Water
* Oak Shakes Its Branches
* Parting the Silk
* Plucking the Low-Hanging Apple
* Rain in High Wind
* Rat Gnawing the Grain
* Reaping the Barley
* Red Hawk Takes a Dove
* Ribbon in the Air
* River of Light
* The River Undercuts the Bank
* The Rose Unfolds
* Shake Dew from the Branch
* Soft Rain at Sunset
* Stone Falls From the Mountain
* Stones Falling Down the Mountain
* Stones Falling from the Cliff
* Striking the Spark
* The Swallow Rides the Air
* The Swallow Takes Flight
* Thistledown Floats on the Whirlwind
* Threading the Needle
* Tower of Morning
* Twisting the Wind
* Two Hares Leaping
* Unfolding the Fan
* The Viper Flicks Its Tongue
* Water Flows Downhill
* Watered Silk
* Whirlwind on the Mountain
* Wind and Rain
* The Wind Blows Over the Wall