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Can a Battlemaster pickup a disarmed weapon as part of his action?
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<blockquote data-quote="Torgaard" data-source="post: 6549626" data-attributes="member: 6679168"><p>First, yes I'd allow anybody to pick it up, as per the rules noted in the original post (p.190 of the Player's Handbook, lower left corner, "Interacting with Objects Around You"). I don't have a problem with that. I guess I can imagine a scene where the character (again, <em>anybody</em> could do this, not just your Battlemaster) quickly steps over to the dropped weapon, briefly menaces their opponent with a whole "I'm-picking-this-up-but-I'm-totally-ready-to-hit-you-instead!" kind of a move - which would account for why there's not opportunity attack or anything like that. Because of course it's important to remember that combat isn't just a blow-for-blow exchange of one die roll to the next, it's 6 seconds of parry's, dodges, thrusts, footwork, maneuvering, etc. And in this case: a second or two of quickly bending down and snatching up a weapon.</p><p></p><p>Second, for many years I've included a Disarm mechanic in my games in some way or another. And I've always had a system for handling what happens when an opponent is disarmed. It spices things up, it's very fast, and quickly became second nature to pick up a d10 and d4 and roll away (see below). I guess I've seen a system or two like this before, but here it is if you're interested:</p><p></p><p><strong>Direction the weapon flies</strong> - If I'm not using a map grid, I imagine the opponent is standing on one. I imagine a 3x3 grid, with the oppoenent standing in the middle square. I roll a d10 to determine which direction the weapon flies. 1 is the upper-left square, 5 is the square the target is standing in, 9 is the lower-right square. Reroll 10's.</p><p>123</p><p>4<strong>X</strong>6</p><p>789</p><p><strong>Distance the weapon flies</strong> - I roll a d4 to determine how many squares (1 square = 5' of course) the weapon flies. Eg. roll a 2 and the weapon flies 10'.</p><p></p><p>It sometimes creates some fun scenarios where maybe it's a race between the opponent and the player to get where the weapon is. The best times are the occasions where the weapon flies to the square the <em>player</em> is occupying (or over it, or near it) and - just to make the player look a little more heroic or badass, which is always a good idea - you give the player a chance to catch the flying weapon with a dexterity check, etc. If a player catches the weapon, or the opponent is unable to reach it, I almost immediately make a morale check (or work in an Intimidation check from the player) by the way.</p><p></p><p>I'll modify the rules a bit if it's a heavy two-handed weapon (I typically disregard the d4 roll and just say it flops into the direction square), but you get the gist of it.</p></blockquote><p></p>
[QUOTE="Torgaard, post: 6549626, member: 6679168"] First, yes I'd allow anybody to pick it up, as per the rules noted in the original post (p.190 of the Player's Handbook, lower left corner, "Interacting with Objects Around You"). I don't have a problem with that. I guess I can imagine a scene where the character (again, [I]anybody[/I] could do this, not just your Battlemaster) quickly steps over to the dropped weapon, briefly menaces their opponent with a whole "I'm-picking-this-up-but-I'm-totally-ready-to-hit-you-instead!" kind of a move - which would account for why there's not opportunity attack or anything like that. Because of course it's important to remember that combat isn't just a blow-for-blow exchange of one die roll to the next, it's 6 seconds of parry's, dodges, thrusts, footwork, maneuvering, etc. And in this case: a second or two of quickly bending down and snatching up a weapon. Second, for many years I've included a Disarm mechanic in my games in some way or another. And I've always had a system for handling what happens when an opponent is disarmed. It spices things up, it's very fast, and quickly became second nature to pick up a d10 and d4 and roll away (see below). I guess I've seen a system or two like this before, but here it is if you're interested: [B]Direction the weapon flies[/B] - If I'm not using a map grid, I imagine the opponent is standing on one. I imagine a 3x3 grid, with the oppoenent standing in the middle square. I roll a d10 to determine which direction the weapon flies. 1 is the upper-left square, 5 is the square the target is standing in, 9 is the lower-right square. Reroll 10's. 123 4[B]X[/B]6 789 [B]Distance the weapon flies[/B] - I roll a d4 to determine how many squares (1 square = 5' of course) the weapon flies. Eg. roll a 2 and the weapon flies 10'. It sometimes creates some fun scenarios where maybe it's a race between the opponent and the player to get where the weapon is. The best times are the occasions where the weapon flies to the square the [I]player[/I] is occupying (or over it, or near it) and - just to make the player look a little more heroic or badass, which is always a good idea - you give the player a chance to catch the flying weapon with a dexterity check, etc. If a player catches the weapon, or the opponent is unable to reach it, I almost immediately make a morale check (or work in an Intimidation check from the player) by the way. I'll modify the rules a bit if it's a heavy two-handed weapon (I typically disregard the d4 roll and just say it flops into the direction square), but you get the gist of it. [/QUOTE]
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Can a Battlemaster pickup a disarmed weapon as part of his action?
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