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General Tabletop Discussion
D&D Older Editions
Disarm in 4E
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<blockquote data-quote="Cadfan" data-source="post: 4870533" data-attributes="member: 40961"><p>The real question to ask if you're going to make up disarm rules is to decide how badly you want the enemy to be screwed over when you disarm them.</p><p> </p><p>Lets suppose you want to use the regular rules for weapons dropped in the square of their owner. In that situation, unless you can move the enemy after you disarm him, he's going to lose a minor action picking the weapon back up. Price that as you will.</p><p> </p><p>Lets suppose you want to make the weapon fall away from him. If its within one square, he can shift over and pick it up. You've basically forced your enemy to move one space and then spend a minor action. Price that as you will, its about as good as sliding your foe one space and then dazing them, minus the combat advantage.</p><p> </p><p>Lets suppose you want to make it so that the weapon is stolen, or flies far away, or so that the disarm is coupled with an attack that pushes the enemy far from his weapon. In that case your enemy will have to fight with a secondary weapon, or go through great lengths to get his weapon back. He may even be incapable of making meaningful attacks in the meantime. That's going to be more equivalent to being weakened (using a crappy new weapon), or getting extra attacks (forcing your foe to provoke OAs to run over and get his sword). Price that as you will.</p><p> </p><p>Personally, I go for the "disarm = 0 hp and not dead" theory. It fits better with disarming someone as a means of actually stopping them from fighting.</p></blockquote><p></p>
[QUOTE="Cadfan, post: 4870533, member: 40961"] The real question to ask if you're going to make up disarm rules is to decide how badly you want the enemy to be screwed over when you disarm them. Lets suppose you want to use the regular rules for weapons dropped in the square of their owner. In that situation, unless you can move the enemy after you disarm him, he's going to lose a minor action picking the weapon back up. Price that as you will. Lets suppose you want to make the weapon fall away from him. If its within one square, he can shift over and pick it up. You've basically forced your enemy to move one space and then spend a minor action. Price that as you will, its about as good as sliding your foe one space and then dazing them, minus the combat advantage. Lets suppose you want to make it so that the weapon is stolen, or flies far away, or so that the disarm is coupled with an attack that pushes the enemy far from his weapon. In that case your enemy will have to fight with a secondary weapon, or go through great lengths to get his weapon back. He may even be incapable of making meaningful attacks in the meantime. That's going to be more equivalent to being weakened (using a crappy new weapon), or getting extra attacks (forcing your foe to provoke OAs to run over and get his sword). Price that as you will. Personally, I go for the "disarm = 0 hp and not dead" theory. It fits better with disarming someone as a means of actually stopping them from fighting. [/QUOTE]
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