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Disarm Let Us Count the Ways.
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<blockquote data-quote="Garthanos" data-source="post: 7456153" data-attributes="member: 82504"><p><strong>What methods can we currently disarm in the most literal sense?</strong></p><p></p><p>Let's start a literal method for removing an enemy weapon. And how to make them better.</p><p></p><p>You can use the intimidate skill and induce submission (only against a bloodied opponent in all likelihood - but that isnt actually explicitly a limit for drop your weapon command - most DMs will go with bloodied as a requirement because that is a pretty complete submission or have the non bloodied targets stop pointing the Xbow at you or put their weapon to their sides as compliance to your demand ). For an adjacent enemy your intimidation may well have been a devastating disarming move that left their weapon/implement/tool under your foot and blade towards their throat while shouting to any of the rest drop your weapons or they are next. It can be fairly vivid it could even be a multi-disarm against any adjacent enemies. </p><p></p><p>This doesn't require anything really to say "there it is a completely functional disarm" which anyone might be able to pull off. Even the use of charisma and once per adversary per encounter could represent the trickery needed for such an impressive display.</p><p></p><p>The wandering duelist providing +3 to intimidate even brings this aspect home a bit, where disarming being proof positive you won (with an enemy not ravaged - for many duelists its even a game though in a world where champions duel to determine justice perhaps not always a game) </p><p></p><p> A bard or charisma focused character(some paladins and a few warlords) can/may say thank you and move along... but we might do better (see below)</p><p></p><p><strong>How can we make it better? </strong></p><p>This act of intimidation wrapped around a disarm seems a rather physical act with various locking weapons and twisting them at the right moment going on. At level 2 there are several utility powers existent which allow one to do skill swaps using an alternate skills with occasionally other flavorful benefits and some of them being super versatile about what they apply to. They have some good competition in the form of other utilities though so I am calling the ones with a little extra, a bit better designed. </p><p></p><p><strong>Skill Power : Disarming Flourish </strong></p><p>requires training in Athletics, Thievery or Insight .</p><p>We need this to work against adjacent enemies without a common language. (even the Bard might like that)</p><p></p><p><strong>Encounter power</strong></p><p>free action : Til the beginning of your next turn you may use (Str or Dex or Wis) instead of Charisma for an Intimidate check and I think that works better than a full skill swap so our wandering duelist is still valuable as is being a Dragon Born etc. The wisdom version involves detecting your enemies vulnerable spots.</p><p></p><p>NOTE: I generally house rule minions as being by default bloodied for the purpose of most powers, like the above.</p></blockquote><p></p>
[QUOTE="Garthanos, post: 7456153, member: 82504"] [B]What methods can we currently disarm in the most literal sense?[/B] Let's start a literal method for removing an enemy weapon. And how to make them better. You can use the intimidate skill and induce submission (only against a bloodied opponent in all likelihood - but that isnt actually explicitly a limit for drop your weapon command - most DMs will go with bloodied as a requirement because that is a pretty complete submission or have the non bloodied targets stop pointing the Xbow at you or put their weapon to their sides as compliance to your demand ). For an adjacent enemy your intimidation may well have been a devastating disarming move that left their weapon/implement/tool under your foot and blade towards their throat while shouting to any of the rest drop your weapons or they are next. It can be fairly vivid it could even be a multi-disarm against any adjacent enemies. This doesn't require anything really to say "there it is a completely functional disarm" which anyone might be able to pull off. Even the use of charisma and once per adversary per encounter could represent the trickery needed for such an impressive display. The wandering duelist providing +3 to intimidate even brings this aspect home a bit, where disarming being proof positive you won (with an enemy not ravaged - for many duelists its even a game though in a world where champions duel to determine justice perhaps not always a game) A bard or charisma focused character(some paladins and a few warlords) can/may say thank you and move along... but we might do better (see below) [B]How can we make it better? [/B] This act of intimidation wrapped around a disarm seems a rather physical act with various locking weapons and twisting them at the right moment going on. At level 2 there are several utility powers existent which allow one to do skill swaps using an alternate skills with occasionally other flavorful benefits and some of them being super versatile about what they apply to. They have some good competition in the form of other utilities though so I am calling the ones with a little extra, a bit better designed. [B]Skill Power : Disarming Flourish [/B] requires training in Athletics, Thievery or Insight . We need this to work against adjacent enemies without a common language. (even the Bard might like that) [B]Encounter power[/B] free action : Til the beginning of your next turn you may use (Str or Dex or Wis) instead of Charisma for an Intimidate check and I think that works better than a full skill swap so our wandering duelist is still valuable as is being a Dragon Born etc. The wisdom version involves detecting your enemies vulnerable spots. NOTE: I generally house rule minions as being by default bloodied for the purpose of most powers, like the above. [/QUOTE]
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