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Disarm in 4E
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<blockquote data-quote="CovertOps" data-source="post: 4871662" data-attributes="member: 65152"><p>First of all it is likely that this player will never like 4e. He sounds like an even more hardcore simulationist that some of my players that don't like this edition. Of course the most vocal one did comment last week that "I could have made a better game than this in 2 months". I was forced to roll my eyes and sigh. Whereupon he described the changes he would make which sounded vaguely like GURPS which gave me a real laugh.</p><p></p><p>I think I would start with this player that he doesn't get to make ANY demands about abilities until he has played the game by RAW for at least 3 gaming sessions (with my own group we played RAW for about 6-8 sessions - once a month - till I was much more comfortable with how the system works before I even considered house rules or the like). Saying that a game system is broken by not allowing things and demanding them of the DM before you ever play is just silly. Once you have that firmly set then put the work on him. Make HIM come up with a disarm that works within the framework of the current rules without being cheese or broken. Don't let him make you try to come up with something that will make him happy, but instead make him come up with something and veto it if it's overpowered.</p><p></p><p>If you're willing to let him off the hook (figuratively speaking) then of all the ideas I've seen here I like mine and the knock prone one the best. Both work within the system as written and as long as you restrict or get rid of the damage for the attack then it's not overpowered. (An at-will that lets you do damage AND disarm would certainly be OP - reference Bull Rush which does no damage and only applies a push 1 - and charge only gives you +1 an a basic attack so neither one of these things does very much).</p><p></p><p>Disarm</p><p>Action: standard</p><p>Attack: STR vs. Fort</p><p>Target: One creature</p><p>Hit: The target is weakened (save ends).</p><p></p><p>OR</p><p></p><p>Disarm</p><p>Action: standard</p><p>Attack: DEX vs. Reflex</p><p>Target: One creature</p><p>Hit: 1d4 damage and the target is knocked prone (note that there is no stat mod or static bonuses added to this...just 1d4 damage)</p><p></p><p>4e, as the designers have said many times, is about CHOICES. If one choice is vastly superior to all other choices then there is really no choice. By keeping away from a disarm attack that does damage you force the player to choose between do I want to disarm my foe, or do I want to do damage knowing that the disarm will not prevent him from killing me. Prone has the advantage that it grants combat advantage (IIRC) so helps your party Rogue get his sneak damage in.</p><p></p><p>Personally I would not let him off the hook. The best medicine for this player is to make him come up with the power for disarm. If it's overpowered you might consider letting him have it...both for his character AND for every monster in the parties next encounter. If you're feeling nice just tell him that whatever he comes up with will be included in the powers for every monster for the next encounter. That should at least keep him in check from giving himself something over the top. The more you tell us about this player the less I like him.</p></blockquote><p></p>
[QUOTE="CovertOps, post: 4871662, member: 65152"] First of all it is likely that this player will never like 4e. He sounds like an even more hardcore simulationist that some of my players that don't like this edition. Of course the most vocal one did comment last week that "I could have made a better game than this in 2 months". I was forced to roll my eyes and sigh. Whereupon he described the changes he would make which sounded vaguely like GURPS which gave me a real laugh. I think I would start with this player that he doesn't get to make ANY demands about abilities until he has played the game by RAW for at least 3 gaming sessions (with my own group we played RAW for about 6-8 sessions - once a month - till I was much more comfortable with how the system works before I even considered house rules or the like). Saying that a game system is broken by not allowing things and demanding them of the DM before you ever play is just silly. Once you have that firmly set then put the work on him. Make HIM come up with a disarm that works within the framework of the current rules without being cheese or broken. Don't let him make you try to come up with something that will make him happy, but instead make him come up with something and veto it if it's overpowered. If you're willing to let him off the hook (figuratively speaking) then of all the ideas I've seen here I like mine and the knock prone one the best. Both work within the system as written and as long as you restrict or get rid of the damage for the attack then it's not overpowered. (An at-will that lets you do damage AND disarm would certainly be OP - reference Bull Rush which does no damage and only applies a push 1 - and charge only gives you +1 an a basic attack so neither one of these things does very much). Disarm Action: standard Attack: STR vs. Fort Target: One creature Hit: The target is weakened (save ends). OR Disarm Action: standard Attack: DEX vs. Reflex Target: One creature Hit: 1d4 damage and the target is knocked prone (note that there is no stat mod or static bonuses added to this...just 1d4 damage) 4e, as the designers have said many times, is about CHOICES. If one choice is vastly superior to all other choices then there is really no choice. By keeping away from a disarm attack that does damage you force the player to choose between do I want to disarm my foe, or do I want to do damage knowing that the disarm will not prevent him from killing me. Prone has the advantage that it grants combat advantage (IIRC) so helps your party Rogue get his sneak damage in. Personally I would not let him off the hook. The best medicine for this player is to make him come up with the power for disarm. If it's overpowered you might consider letting him have it...both for his character AND for every monster in the parties next encounter. If you're feeling nice just tell him that whatever he comes up with will be included in the powers for every monster for the next encounter. That should at least keep him in check from giving himself something over the top. The more you tell us about this player the less I like him. [/QUOTE]
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