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Disarm in 4E
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<blockquote data-quote="Garthanos" data-source="post: 4872550" data-attributes="member: 82504"><p>I missed that element on first reading but I like it.</p><p></p><p>Another simmy rule... I would make the attack roll for both types (str and dex) inorder to disarm an opponent with a two handed grip. It is that hard.</p><p></p><p>I dont like the enhancement bonus thing too artificial (if its going to be that faux might as well go with a weakened condition mentioned elsewhere) but with my reducing dependence on toys rules in place.</p><p></p><p>By the way rationale wise... I could do a charge or bull rush as a twelve year old as can any kid with a temper probably... I don't think comparing that to either a twisting or slamming disarm move that I can occasional do now makes realistic sense. That said its cinematic and more D&D like if we do make disarming more common in some fashion which is my reason for thinking they went the wrong direction with disarm in 4e. </p><p></p><p>I think it should be class powers and they could be quite a few in number distinct and vivid. </p><p></p><p><strong>For Martial Folk</strong></p><p>Twisting, slamming (aka the numbed grip) and grabbing (requires you do a successful grab the round before), riposted disarms with triggers like enemy misses you with a melee attack and similar things. The stabbed hand/slashed variety disarm damage 1hp and lose the blade (damage would not affect a minion unless you have bloodiable minion rules ;-))</p><p></p><p><strong>For Arcane folk</strong></p><p>heating the cold steel, shocking discharge, slippery grip, acid burn, muscle spasms, wood animated against them and bigbies disarming hand .... could be interesting. Triggers for some of them could be the enemy hits you and you uses shocking discharge. Some of these might give a lose a few hit points or drop your weapon as a choice to the target others might act like the one martial variety and do 1 point of damage as well as disarm... if you take real hit point loss. (thp and damage resistance can prevent)</p><p></p><p>Like somebody else mentioned I think they would work much more appropriately as an encounter power ... ie in the martial case once somebody sees you try a particular disarm.... umm consider that a trick revealed.</p></blockquote><p></p>
[QUOTE="Garthanos, post: 4872550, member: 82504"] I missed that element on first reading but I like it. Another simmy rule... I would make the attack roll for both types (str and dex) inorder to disarm an opponent with a two handed grip. It is that hard. I dont like the enhancement bonus thing too artificial (if its going to be that faux might as well go with a weakened condition mentioned elsewhere) but with my reducing dependence on toys rules in place. By the way rationale wise... I could do a charge or bull rush as a twelve year old as can any kid with a temper probably... I don't think comparing that to either a twisting or slamming disarm move that I can occasional do now makes realistic sense. That said its cinematic and more D&D like if we do make disarming more common in some fashion which is my reason for thinking they went the wrong direction with disarm in 4e. I think it should be class powers and they could be quite a few in number distinct and vivid. [B]For Martial Folk[/B] Twisting, slamming (aka the numbed grip) and grabbing (requires you do a successful grab the round before), riposted disarms with triggers like enemy misses you with a melee attack and similar things. The stabbed hand/slashed variety disarm damage 1hp and lose the blade (damage would not affect a minion unless you have bloodiable minion rules ;-)) [B]For Arcane folk[/B] heating the cold steel, shocking discharge, slippery grip, acid burn, muscle spasms, wood animated against them and bigbies disarming hand .... could be interesting. Triggers for some of them could be the enemy hits you and you uses shocking discharge. Some of these might give a lose a few hit points or drop your weapon as a choice to the target others might act like the one martial variety and do 1 point of damage as well as disarm... if you take real hit point loss. (thp and damage resistance can prevent) Like somebody else mentioned I think they would work much more appropriately as an encounter power ... ie in the martial case once somebody sees you try a particular disarm.... umm consider that a trick revealed. [/QUOTE]
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