The new mechanic is adding in what amounts to a mechanical-based, unlimited use ready-counterspell to every creature you face.This isn’t new mechanics. It’s a ready action. Also, you can only draw one weapon per round not per attack. I might be wrong there, but drawing two weapons requires the duel weapon feat does it not? I’m sure someone will gleefully correct me if I’m wrong. But, if that’s the case, a fighter draws a weapon and you disarm him, he now has no weapon until he picks it up and which could potentially mess with multiple attacks. Maybe you’d let him pick it up with an ‘interact with object’ action. Idk. Those interact rules seem vague to me. Potentially wasting an action to stop a spell or other action is probably as powerful or less so than a wizard casting Hold Person and locking down a single opponent for multiple rounds. Actually locking down an opponent AND doing other actions on the following turns. Ready requires you to dedicate your turn every round.
In my experience of actually playing with this actual rule, it doesn’t lead to wizard lock-down tactics. It’s quite situational and doesn’t come up often. If it does come up, it’s because the player described an action that makes sense under that rule and it isn’t always a guaranteed success. So, for actual advice, I would recommend to the OP that they try it. If it’s overpowered, they can ditch it. If it’s useful on occasion, they can use it. If it’s generally found to be useless, no one will bother using it and it’s a moot point. After all, in the end, I’m not trying to convince anyone I’m right, I’m just offering a suggestion to the OP. At this point, there isn’t much more I can add to the subject.
(But I’m totally right). J/k.![]()
Especially in the light of the comments about justifying it cuz mages can shut down fighters... have to wonder if the next step is disarming a monks hands, knees, headbuttsxetc cuz they get to use stunning attsck and that can also shut down a fighter.
As for weapon draw, I was not assuming as a default case the target drawing a weapon every time. But even if interaction is lost, they can attack eith fists or shield (improvised z if available) or shove/grapple with remaining attacks.
The other new mechanic is allowing the ready to precede its trigger or at least to somehow separate these parts of an action from their action.
The disarm in the DMG DM workshop for instance (same optional no-balance promise section as injuries etc) isnt presented as an interrupt attack thing, just as a combat option. That's a very different thing than ready to interrupt an attack mid-event disarms. Heck, you wanna add that option, I want spell-points instead of slots!!