• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

D&D 4E Does 4E have disarm?

Actually, Disarm in 3E can be game-breaking, too (imagine taking a Balors Vorpal Sword, or a Fighters +3 Holy Evil Outsider Bane Bastard Sword). It is a general problem that weapons grant bonuses to attacks (and damage). I don't know how it would work in AD&D or OD&D...
In Shadowrun, it's very hard to really disarm someone - most Runners will be armed to the teeth (which might include cybered-up teeth ;) ). In Torg, characters often have non-weapon skills they can use to attack (Trick, Taunt, Intimidate, Test of Wills, Maneuver), and most replacement weapons they can get would work fine.


If disarming is your primary concern, it is definitely not the best system.
On the other hand, is a system that makes disarming inconsequential a good system, either?

The biggest problem with disarm is that - unlike in fiction - it is hard to measure when you get your weapon back. In fiction, typically one of the following two things happen:
- The disarmed picks up a suitable replacement weapon.
- The disarmed surrenders or retreats.

If someone was willing to accept that disarm just "weakens (save ends)" or causes "-2 to attacks (save ends)", disarm would be feasible. But would it feel "real" enough? Disarming comes close to the territory of "called shots" that ablative hit points don't support well enough.

If any weapon or item makes someone too ineffective to be without then there is a problem. 3E had similar problems to be sure. Fighter types are going to be affected more than casters, thats to be expected. As a stunt it should be tricky to pull off, and have a consequence if it fails. As a highly trained skill it should use up training/resources that cannot be used for other things. Someone well trained in disarming will be very ineffective against monsters with natural weaponry. As for retrieving the weapon, using a move action works. The disarmed cant get away if he wants to keep the weapon.
 

log in or register to remove this ad


Actually, Disarm in 3E can be game-breaking, too (imagine taking a Balors Vorpal Sword, or a Fighters +3 Holy Evil Outsider Bane Bastard Sword). It is a general problem that weapons grant bonuses to attacks (and damage). I don't know how it would work in AD&D or OD&D...

in ADnD 2nd edition it is easy: without your armor and weapon you are dead... you have neither many hp, nor a good defense... and the damage you do, without specialization is rather low... (if you don´t start with 18/50+ strength as fighter)
 

Dykstrav

Adventurer
4E has been out since June and I've already broken it? :-S This entire disarm thing has became disappointing.

Like I've said earlier, a disarm-monkey monster is appealing because I have three of five characters in the group with the Quick Draw feat, specifically for the possibility of being disarmed. That's the mechanical reason. The characters are going to a decadent, sword-and-sorcery city on their next adventure where slavery is rampant, and I wanted them to be more afraid of being taken as slaves than being killed. That's the fluff reason.

Knocking out the characters is dissatisfying--it feels like the same-old same-old pitched battle to the death, and I really can't see why slavers would beat their merchandise into a bloody pulp before they tried to sell it. If I do introduce a disarm power, it's obviously going to affect some characters more than others. The warlord, rogue, and ranger could conceivably be reduced to using their fists, whereas the cleric can keep tossing out sacred flame and the wizard can keep blasting out thunderwaves all day. I don't personally have a problem with this, but I can already foresee two or three players taking it as a personal thing against their characters.

The entire disarm thing could wreck the adventure and grind the encounters to a halt. I'm just not going to mess with it. I'll explain the disarm situation to the players with Quick Draw next session and allow them to immediately retrain the feat if they want and leave it at that.
 

Mallus

Legend
4E has been out since June and I've already broken it? :-S
For yourself... sure. :)

The characters are going to a decadent, sword-and-sorcery city on their next adventure where slavery is rampant, and I wanted them to be more afraid of being taken as slaves than being killed.
Poison their wine.

The warlord, rogue, and ranger could conceivably be reduced to using their fists, whereas the cleric can keep tossing out sacred flame and the wizard can keep blasting out thunderwaves all day.
Allow for/include improvised weapons. And/or design the encounter area in such a way damaging stunts that replace their weapon-based at-wills are possible.

The entire disarm thing could wreck the adventure and grind the encounters to a halt.
Only if you allow it to be. There are any number of solutions to the problem you're creating.
 
Last edited:

LostSoul

Adventurer
4E has been out since June and I've already broken it? :-S This entire disarm thing has became disappointing.

No, not really.

Like I've said earlier, a disarm-monkey monster is appealing because I have three of five characters in the group with the Quick Draw feat, specifically for the possibility of being disarmed.

I don't personally have a problem with this, but I can already foresee two or three players taking it as a personal thing against their characters.

Isn't it, though? You are specifically targetting a weak point of certain PCs. I don't think this is a bad thing - you can also have "Wizard Hunters" - but you are choosing to disarm in order to target a weakness of certain PCs.

Anyways, I think it's a cool setup. Just make some NPCs that have Disarm powers.

Slaver Tormentor Level 4 Controller
Medium natural humanoid XP 175
Initiative +6 Senses Perception +1
HP 42; Bloodied 21
AC 18; Fortitude 14, Reflex 16, Will 13
Speed 6
:bmelee: Short Sword (standard; at-will) ◊ Weapon
+9 vs. AC; 1d6+2 damage.
:melee: Whip (standard; at-will) ◊ Weapon
Reach 2; single target; +7 vs. Fort; 1d6+4 damage, and the target is Slowed.
:melee: Grasping Lash (standard; recharge :5: :6:) ◊ Weapon
Requires whip; reach 2; single target; +7 vs. Ref; the target is disarmed, with the weapon falling at the target's feet.
Alignment Evil Languages Common
Skills Intimidate +9, Streetwise +9
Str 15 (+4) Dex 18 (+6) Wis 9 (+1)
Con 12 (+3) Int 9 (+1) Cha 12 (+1)
Equipment: Whip, leather armour, short sword.
 
Last edited:

OSD

First Post
Mate, the max difference between having a weapon and not isn't +6, it's +9. +11 if you're pushing the envelope.

This is assuming you don't carry a backup weapon, if at an epic level and a PC doesn't do that, well, tough there. Like I said, classical - medieval - modern era, anyone that's going to be out and about have back up weaponry. Hoplites have their two javelins (and sometime shortsword/daggers), knights have their main-weapon + long narrow daggers (for piercing between gaps on armoured units) or shortsword, modern soldiers have their weapon + sidearm, even cops have sidearm + nightstick. In the fantasy genre, you have halflings carrying slings + daggers, kenders with hoopaks + dagger, beastmen that uses sword and then their claws, etc.... The only excuse not to carry a backup (even a mundane) is if the DM/Campaign specifically tell you not to, otherwise, it's the PC's own fault (be it arrogance or naivity). The book doesn't assume how much weapon you are carrying, the treasure part only assumes 1 "primary" weapon.
In the case of improvised stuff, they don't cover as much as that would limit the imagination process (I hope that's the intention anyways). If the DM is going to be using disarm, s/he should let the group know ahead of time if the situation can end up in death. But.... having more than 1 weapon is normal, having only 1 seems... like something one is playing on a field where everything goes their way. Fighters carry range weapons since they can be immobilized and out of range of melee, rangers have both range and melee weapons, or at the very least 2 melee weapons, the list goes on (except for casters).


What's more, you can't use fluff to justify dodgy mechanics!
If you break the game, then say "that's ok, you can figure something else to unbreak it on the fly", then you're being outright silly.
This is D&D. Improvised actions should always be, at best, slightly less powerful than an at-will.
Is disarming in an ettin's thought processes?!?!
WTF?!
How can it be in an ettin's fluff box, when disarming does not exist as a mechanic?
If it can be done, and experience shows it's brutally effective, then any creature capable of learning would learn to do it!
A 45% swing in hit probability due to one action is outright retarded .. if you have a 50% probability of hitting (as a moderately effective character should), that leaves you with 20s. Not to mention doing <15 damage on a 7[W] attack even if you do hit.


The mechanics are only as dodgy as your DM makes it since it's "does not exist". The design process for anything not in the book requires contingency vs said action (refer to the DMG). Make the disarm process more painful on failure, etc... like you said, improvise shouldn't be better than at wills, so disarm would not be better than any at-wills in the first place, there could be major drawbacks (if prone is for failing an acrobatic stunt, there could be many worse thing it can end up with on a failed disarm attempt, OA is just the tip of the iceberg). It's heavily dependent on the campaign itself and how your DM fits it in the game. Make it so that the target must be bloodied AND require combat advantage will be one way to restrict its use amount MANY other methods.

Monsters have thinking process too, otherwise why would there be tactic paragraphs? Would a scathe beast knows how to disarm a PC, or would it just ram into it and try to grab it as its nature?

Fluff not discerning enough? Let's take it apart should we?

ETTINS ARE RAVENOUS TWO-HEADED GIANTS that prowl wild
borderlands, forested mountains, and dark caves.

Ettin Marauder Tactics
An ettin marauder engages foes in melee combat, spending an
action point if necessary to reach a lightly armored adversary.
It uses swat against an enemy that tries to flank it.

From the fluff alone, there is NO indication that Ettins are tactical thinkers (more on the savage side). There is nothing in their about "trying to gain advantages". So, tell me, why would an Ettin even attempt to disarm someone when they can squash them like bugs? The fluff, believe it or not, tells a lot about the thinking process of the monsters and how they should act-play out. Have a dragonborn that knows his stuff? Disarm sounds a lot more reasonable. Disarm is maybe effective, but would it be the creature's nature to do it? Using disarm should be used when it makes sense. The way you make it sound as though if one creature knows, all the other creatures should know and use it on the PC. I can not imagine an ochre jelly or many other creature even attempt to disarm. If they do, it should be the exception, not the norm.

Moving on, you are referring to straight damage as though that's the ONLY thing you can do to help your allies, you don't HAVE to deal damage to be helpful to your allies, you make it sound as though losing one weapon will be the end of the PC's life (funny how I had an encounter where the 4 PCs were caught and sent to a little dungeon and lost their magic items temporarily and still whip the enemies' ass on normal encounter difficulty). The battle might take longer, but it isn't just "power A to target B, add/minus numbers", creative thinking were done and the fight was fought effectively, using the layout of the map as well as improvised weapons. Improvising on the fly IS encourage (and if something breaks, unbreak it on the fly IS reasonable -human makes mistakes, DMs included- as long as it keeps the story intact, or it maintains the fun level, or many other reasons). If improvisation isn't to your taste, or thinking on your feet is too time consuming for your group since they have rule lawyers in the closet for everything, houserule that only actions in the book can be used, or just use another system all together. Disarmed != useless, like I said, it's ONLY as useless as you (and to add, your DM) make it.

As for creature learning, how about the side effect of attempted disarm? It haven't come up in any game I've run or played since even doing disarm isn't that major a factor since the failure rate is simply too high (vs reflex/fortitude, whichever is higher and the penalty to hit AND required conditions). It's brutally effective, sure, if it lands in the first place. But on the opposite end, the PCs will probably give it such a whooping right after a disarm failure that the other monsters learn NOT to try and disarm unless under extremely favourable position (IE. NPCs-Mobs are clearly winning and they want to capture live preys).


The system does not support disarms.

There are no maneuvers to counter it, there's no equipment which increases resistance to it, the treasure you get assumes you're not going to need more than 1 or 2 weapons, and half the powers in the book assume you have a weapon along with the corresponding bonuses available at all times.
When a system does not support a mechanic, and the mechanic disrupts the maths to an extent where the declaration of "paladins suck because they always get disarmed!" it breaks the game.


That's when the DM uses his power via the "Golden Rule" (DM makes the final decision). If it disrupts the game, the DM should be actively limit - discourage disarming via limitation, requirements, etc... The system supports ANYTHING as long as there are counters to it. No maneuvers or too lazy to think one up (disarm is a thought out action)? No resistance to it? I guess reflex and fortitude defenses(or whichever defense the DM decides to use) can't be increased no matter what X magic item +Y the PC wears. Want specific items to reduce the already low disarm success rates? Think one up! The disarm was thought up by your DM, there should be no reason why s/he can't modify an existing item to suit the "new" mechanic.

If all else fails, as other's have said, don't allow disarm unless it is in the statblock (and any improvised/"does not exist" actions like swashbucketing, PCs using traps, etc...) in the first place, there should be enough action inside the box to satisfy most players that don't want to think of/worry about these ideas.

Back to the original topic, does 4E have disarm? If the group and the DM allows it, it certainly does. If said group and DM disallow it, then it doesn't.
 
Last edited:

Dykstrav

Adventurer
Poison their wine.

Sorry I wasn't clear. Being taken as slaves isn't a part of the overall plot. It's the likely consequence of fighting the city's watch--they finance municipal programs through the sale of prisoners as slaves. Hence, poisoning the characters through food or drink isn't terribly likely in a situation where they'd fight the watch, and past a certain point, they'd either use lethal force or turn prisoners over to the temple of Asmodeus to be used as sacrifices. It's just a possible consequence of their actions, not an integral plot point (which usually can be solved better through means other than a combat encounter anyway).

Allow for/include improvised weapons. And/or design the encounter area in such a way damaging stunts that replace their weapon-based at-wills are possible.

That'll work for a few encounters. After the umpteenth time the characters overturn a fruit cart in the bazaar or swing from a conveniently placed clothesline, it'll be as hackneyed as the stereotypical featureless 20' x 20' dungeon chamber. There are only so many variations of plausible terrain within the limits of the setting. That, and the characters will wonder why the city doesn't pass an ordinance about unsecured fruit carts in the streets or ropes tied from buildings.

Besides which, fighting the watch is supposed to be a Bad Idea. The idea isn't to make a balanced combat encounter, the ideas are to 1) make the Quick Draw feat and backup weapons useful; 2) perform a logical tactic that is viable in many situations. Unfortunately, the way the disarm treatment in 4E works makes 2) far less viable.

What it boils down to is that I want disarms and I'm going to have to work to put it in the way I want. (shrug) I don't expect game designers to have a crystal ball as far as my own play style and preferences go, but it does come across as a glaring shortcoming.

Only if you allow it to be. There are any number of solutions to the problem you're creating.

There are. But it's still more work I have to do to get the mechanics and play style I want. Every time something like this happens, I keep thinking about all the times I heard that 4E is easier to run and prepare for (and it is, if you're willing to make up rules on the fly and don't want complexity in any area of the game except for combat). What's sticking in my craw is the simulation-versus-game thing. I can understand why there is no disarm or sundering from a game balance point of view, but not in a simulationist view. Peace officers, military personnel, and countless martial arts train to disarm an armed oppnent as a very basic tactic--so it really breaks my immersion to have it missing from the basic rules.
 

Dykstrav

Adventurer
Slaver Tormentor Level 4 Controller
Medium natural humanoid XP 175
Initiative +6 Senses Perception +1
HP 42; Bloodied 21
AC 18; Fortitude 14, Reflex 16, Will 13
Speed 6
:bmelee: Short Sword (standard; at-will) ◊ Weapon
+9 vs. AC; 1d6+2 damage.
:melee: Whip (standard; at-will) ◊ Weapon
Reach 2; single target; +7 vs. Fort; 1d6+4 damage, and the target is Slowed.
:melee: Grasping Lash (standard; recharge :5: :6:) ◊ Weapon
Requires whip; reach 2; single target; +7 vs. Ref; the target is disarmed, with the weapon falling at the target's feet.
Alignment Evil Languages Common
Skills Intimidate +9, Streetwise +9
Str 15 (+4) Dex 18 (+6) Wis 9 (+1)
Con 12 (+3) Int 9 (+1) Cha 12 (+1)
Equipment: Whip, leather armour, short sword.

This is really cool, and almost exactly the sort of thing I was looking for. A few slaver tormenters could easily accompany a detachment of the watch and take prisoners to immediately be processed as slaves.

I plan to shamelessly rip this off. Thanks!
 

Slaver Tormentor Level 4 Controller
Medium natural humanoid XP 175
Initiative +6 Senses Perception +1
HP 42; Bloodied 21
AC 18; Fortitude 14, Reflex 16, Will 13
Speed 6
:bmelee: Short Sword (standard; at-will) ◊ Weapon
+9 vs. AC; 1d6+2 damage.
:melee: Whip (standard; at-will) ◊ Weapon
Reach 2; single target; +7 vs. Fort; 1d6+4 damage, and the target is Slowed.
:melee: Grasping Lash (standard; recharge :5: :6:) ◊ Weapon
Requires whip; reach 2; single target; +7 vs. Ref; the target is disarmed, with the weapon falling at the target's feet.
Alignment Evil Languages Common
Skills Intimidate +9, Streetwise +9
Str 15 (+4) Dex 18 (+6) Wis 9 (+1)
Con 12 (+3) Int 9 (+1) Cha 12 (+1)
Equipment: Whip, leather armour, short sword.

Thats a nice bad guy. The implications of such a cool dude are that PC's are going to want to learn how to do that trick. Saying its a "monster" power only is weak considering its being done by a low level human without magic.
 

Remove ads

Top