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Can Dominate disarm a person's weapon?
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<blockquote data-quote="ExploderWizard" data-source="post: 5228717" data-attributes="member: 66434"><p>Complex and overblown mechanics including builds and the rules structures that support them are the real cause of the arms race. If having your weapon removed for a time renders a character completely nonfunctional uniformly across most situations then something certainly sucks ass and it isn't the disarm. </p><p> </p><p>With a zillion little finicky rules for combat in play its no small wonder that the whole machine comes to a screeching halt the moment someone starts not thinking like a drone. </p><p> </p><p>D&D combat was originally simple, abstract, quickly resolved, and allowed the game to swiftly return to the storylines and plot that were the focus of the game. </p><p> </p><p>If you take the combat machine and multiply it's weight and complexity tenfold or more (meaning the players are spending much larger chunks of actual play time so engaged) and then gripe about said players exercising some creativity during these combats then when <em>are </em>the players supposed to use their wits? Perhaps in the couple minutes of exploration between scenes? </p><p> </p><p>If imagination has become the enemy of fun in the game then the game has become something I wouldn't want to play.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 5228717, member: 66434"] Complex and overblown mechanics including builds and the rules structures that support them are the real cause of the arms race. If having your weapon removed for a time renders a character completely nonfunctional uniformly across most situations then something certainly sucks ass and it isn't the disarm. With a zillion little finicky rules for combat in play its no small wonder that the whole machine comes to a screeching halt the moment someone starts not thinking like a drone. D&D combat was originally simple, abstract, quickly resolved, and allowed the game to swiftly return to the storylines and plot that were the focus of the game. If you take the combat machine and multiply it's weight and complexity tenfold or more (meaning the players are spending much larger chunks of actual play time so engaged) and then gripe about said players exercising some creativity during these combats then when [I]are [/I]the players supposed to use their wits? Perhaps in the couple minutes of exploration between scenes? If imagination has become the enemy of fun in the game then the game has become something I wouldn't want to play. [/QUOTE]
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Can Dominate disarm a person's weapon?
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