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Disarm in 4E
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<blockquote data-quote="Danzauker" data-source="post: 4875419" data-attributes="member: 1929"><p>I'd probably stay with: 0hp? If you decide so, the opponent is disarmed and at sword point instead of killed (or unconscious). Simplest solution.</p><p></p><p>What I don't really get is that the guy says he's a "simulationist". Does he know that disarming an opponent of his weapon, with which he's trying to kill you with, while you're doing a very precise set of maneuvers in order not to harm him, is WAY MORE difficult than outright try to kill him?</p><p></p><p>Famous "disarmers" I can think of in literature and movie are all at least paragon level, from Zorro to Errol Flynn. Everyone under that level of skill should have a bad time triyng the stunt.</p><p></p><p>Any alternate system for disarming, should be outright more difficult than the built in combat system.</p><p></p><p>If I *really* had to invent on a spot a system I'd go something like this:</p><p></p><p>- Every monster has a separate pool of "disarm points" equal to his bloodied value.</p><p></p><p>- When you try to disarm an opponent, you deduct damage from its DP. All special conditions and typed damage are not taken in consideration.</p><p></p><p>- You must be using a melee weapon (at -2 to hit) or a ranged weapon (at -4 to hit).</p><p></p><p>- DP are fully "healed" when nobody attacks the monster for a full round.</p><p></p><p>- When DP go to 0, the monster loses its weapon. </p><p></p><p>I know this process seems long and difficult to perform, but this is how I think is should be in a "simulationist" scenario. Of course some of the penalties could be offset by feats. Becoming a good "disarmer" should involve devoting most of your feats.</p><p></p><p>I haven't thought how much the penalty for this should be, but since the process for disarming is difficult, it should be significant.</p><p></p><p></p><p>But as I said, I content myself with the general system. Though some of the powers proposed here are nice. But I would not make them anything less than encounter or even daily. Disarming is too much a signature move to be an at-will.</p></blockquote><p></p>
[QUOTE="Danzauker, post: 4875419, member: 1929"] I'd probably stay with: 0hp? If you decide so, the opponent is disarmed and at sword point instead of killed (or unconscious). Simplest solution. What I don't really get is that the guy says he's a "simulationist". Does he know that disarming an opponent of his weapon, with which he's trying to kill you with, while you're doing a very precise set of maneuvers in order not to harm him, is WAY MORE difficult than outright try to kill him? Famous "disarmers" I can think of in literature and movie are all at least paragon level, from Zorro to Errol Flynn. Everyone under that level of skill should have a bad time triyng the stunt. Any alternate system for disarming, should be outright more difficult than the built in combat system. If I *really* had to invent on a spot a system I'd go something like this: - Every monster has a separate pool of "disarm points" equal to his bloodied value. - When you try to disarm an opponent, you deduct damage from its DP. All special conditions and typed damage are not taken in consideration. - You must be using a melee weapon (at -2 to hit) or a ranged weapon (at -4 to hit). - DP are fully "healed" when nobody attacks the monster for a full round. - When DP go to 0, the monster loses its weapon. I know this process seems long and difficult to perform, but this is how I think is should be in a "simulationist" scenario. Of course some of the penalties could be offset by feats. Becoming a good "disarmer" should involve devoting most of your feats. I haven't thought how much the penalty for this should be, but since the process for disarming is difficult, it should be significant. But as I said, I content myself with the general system. Though some of the powers proposed here are nice. But I would not make them anything less than encounter or even daily. Disarming is too much a signature move to be an at-will. [/QUOTE]
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