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Disarm attempts... who wins?

Femerus the Gnecro said:
But what makes Disarm any different than Armor class, where an attack roll of greater than or equal to the AC connects? Wouldn't that be considered 'beating' the AC, even though the attack roll and the AC are equal?

Opposed rolls that are the same go to the defender (aside from skills). That's the difference. An attack roll against AC is not an opposed roll.
 

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consistency

I try and keep it all consistent, it seems much simpler that way.

with AC tie goes to attacker
with DC for saves, tie goes to saver
with DC for skill checks, tie goes to doer
with DC for anything else I'm forgetting, tie goes to doer
with opposed rolls for skill checks, tie goes to last doer (you hide or disguise first, spot last ... first roll acts like a DC)

so it seems simpler and more consistent to keep the same principle with disarms and bull rush and whatever, instead of tring to remember the one two exceptions
 

kreynolds said:
Opposed rolls that are the same go to the defender (aside from skills).

Could you cite a reference for that? The only mention of the issue that I know of is, in fact, the one in the Skills chapter, which states that ties in opposed checks go to the contestant with the higher key ability score (and that ties in that regard go to a coin flip).
 

different opposed rolls

There are different types of opposed skill checks. I think you are refering to "contests of skill" like arm wrestling in which case it's a sort of equal skill on skill check.

The other kind, which tends to be more common, is like a spot check vs. a hide check. In this case it's more like the first roll sets the DC for the second roll, it's not a direct skill on skill contest in the same sense.
 

Dr_Rictus said:
Could you cite a reference for that?

Sure, but it will go against what I just said. ;) Looks like the verbage for Disarm is stated poorly. When they state "beat", they don't mean that you have to roll higher, as equal is good enough.

This is from a Sage Reply.

How do you resolve a tie on an opposed attack roll? Is it: a) defender always wins, b) attacker always wins, since the defender essentially sets a DC for the attacker’s roll, or c) it follows the rule for opposed skill checks—if so, what do you consider the “key ability” for an attack roll? How do you resolve opposed skill checks if there is a tie between the key abilities?

"Ties" go to the attacker. The defender's roll sets the DC for the attacker. If the attacker meets or exceeds the DC, the attacker succeeds. In the case of opposed checks, the "attacker" is the character taking the action (or the character whose turn it is if you have any doubts).
 

Maybe you should ask: Who sets the Difficulty Class (DC). If you have decided this: The one who has to beat the DC, "wins" if he rolls at least the number of the DC.

So, in case of Hide vs. Spot: The Hide Check sets the DC, Spot result equals or exceeds Hide Check => Target spotted.

Unfortunately, it is not always spelled out clearly, so you sometimes have to decide yourself - I suggest: Advantage oes to Attacker, if unclear.

Mustrum Ridcully
 

Mustrum_Ridcully said:
Maybe you should ask: Who sets the Difficulty Class (DC). If you have decided this: The one who has to beat the DC, "wins" if he rolls at least the number of the DC.

[snip]

I suggest: Advantage [g]oes to Attacker, if unclear.

And for an opposing viewpoint...

I've always thought of the defender making a saving throw against disarm/trip/grapple attacks, with the attacker determining the DC to save against... meaning tie goes to the defender.

Just pick one and run with it, I guess.

-AK
 

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