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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 3930046" data-attributes="member: 710"><p>Disarm can provide the same benefits, but the fighter gets the weapon back at the end of he encounter. Sometimes I'd like if D&D was less equipment dependent than it is, but it also has it perks (from just the fun of finally getting your +1 Sword or getting enough money to bet your personal favourite sword with all the special abilities, or just the option of giving unique abilities to weapons). Once gear comes with some abilities (even if they aren't magical), it becomes important to the game. If a longspear is different from a shortsword, a character using a longspear will not want to switch to a shortsword, and once he is even able to specialise his abilities in a specific item, taking it away _always_ hurts.</p><p></p><p></p><p>I hope you're not really advocating a system that is so complex that players want a calculator to use it, but only use it as a starting point to streamline it to something that can be used without technical aid. </p><p></p><p>D&D combat offers already a lot of options, and they aren't bad. But no matter what tactical options you use, the end goal is to bring down the enemies hit points to a point where he cannot continue to fight (either because he is dead or because he gives up). Blinding, tripping, disarming, sundering his weapons, bullrushing him, whatever else you do, it's just to get you into a position to take away his hit points. (Unless there are unique situations, like trying to avoid a coup-de-grace by disarming your opponent, or destroying a magical wand to stop the fireballs).</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 3930046, member: 710"] Disarm can provide the same benefits, but the fighter gets the weapon back at the end of he encounter. Sometimes I'd like if D&D was less equipment dependent than it is, but it also has it perks (from just the fun of finally getting your +1 Sword or getting enough money to bet your personal favourite sword with all the special abilities, or just the option of giving unique abilities to weapons). Once gear comes with some abilities (even if they aren't magical), it becomes important to the game. If a longspear is different from a shortsword, a character using a longspear will not want to switch to a shortsword, and once he is even able to specialise his abilities in a specific item, taking it away _always_ hurts. I hope you're not really advocating a system that is so complex that players want a calculator to use it, but only use it as a starting point to streamline it to something that can be used without technical aid. D&D combat offers already a lot of options, and they aren't bad. But no matter what tactical options you use, the end goal is to bring down the enemies hit points to a point where he cannot continue to fight (either because he is dead or because he gives up). Blinding, tripping, disarming, sundering his weapons, bullrushing him, whatever else you do, it's just to get you into a position to take away his hit points. (Unless there are unique situations, like trying to avoid a coup-de-grace by disarming your opponent, or destroying a magical wand to stop the fireballs). [/QUOTE]
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