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Disarm rules
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<blockquote data-quote="77IM" data-source="post: 4417942" data-attributes="member: 12377"><p>To address the OP's question: There are no rules for disarming, but that doesn't mean you can't disarm someone. There are tons of perfectly doable things for which there are no rules. DMG p.42 provides a very generic system for handling many strange stunts and maneuvers, and the DM is empowered to handle situations without rules in any way he sees fit.</p><p></p><p>Here are the rules I proposed for my group. No player has attempted to disarm yet -- I intentionally tried to make it so that disarming was generally a worse option than just whacking the guy with a power. But it IS an option, and I think options are fun.</p><p></p><p> -- 77IM</p><p></p><p></p><p></p><p><u><strong>Disarm</strong></u></p><p></p><p>Disarming a skilled opponent is tricky, but can provide a tremendous benefit in combat. Use this maneuver to deprive an enemy of a melee weapon that they are currently wielding. To remove a ranged weapon, sheathed melee weapon, or implement, use the takeaway maneuver.</p><p></p><p><strong>DISARM: STANDARD ACTION</strong></p><ul> <li data-xf-list-type="ul"><strong>Weapon Proficiency:</strong> You must be wielding a melee weapon with which you are proficient.</li> <li data-xf-list-type="ul"><strong>Target:</strong> Any adjacent enemy who is wielding a melee weapon.</li> <li data-xf-list-type="ul"><strong>Opposed Check:</strong> You and your opponent each make a basic melee attack roll. Your opponent gets a +5 bonus to the roll if they are proficient with their weapon. (Assume most monsters are proficient in the weapons they carry.)</li> <li data-xf-list-type="ul"><strong>Success:</strong> Your opponent drops his weapon in any square adjacent to him (your choice).</li> <li data-xf-list-type="ul"><strong>Failure:</strong> Until the end of your next turn, you grant your opponent combat advantage and suffer a -2 penalty to all attack rolls. </li> </ul><p></p><p></p><p><u><strong>Takeaway</strong></u></p><p></p><p>You grab an item carried by your opponent. This differs from disarming because your opponent is not actively trying to defend themselves using the item.</p><p></p><p><strong>TAKEAWAY: STANDARD ACTION</strong></p><ul> <li data-xf-list-type="ul"><strong>Hand Free:</strong> You must have at least one hand free (not holding anything) to takeaway.</li> <li data-xf-list-type="ul"><strong>Target:</strong> Any one item held or worn by an adjacent enemy, except a held melee weapon (for that, use the Disarm action).</li> <li data-xf-list-type="ul"><strong>Strength Attack:</strong> Make a Strength attack vs. Reflex defense, with special modifiers described below. Do not add any modifiers for the weapon you use, but add your combat maneuver bonus. <br /> <em>Hit:</em> You take the item from your foe and now hold it in your hand. <br /> <em>Miss:</em> You suffer the effects of one of your foe's basic attacks (their choice, if they have multiple basic attacks) as if they had hit you with it. This requires no attack roll, and doesn't count as them attacking you (it doesn't trigger opportunity actions or immediate actions based on attacking, for example). If your foe is not capable of taking opportunity attacks, you don't suffer any consequences for missing your takeaway attempt. <br /> </li> <li data-xf-list-type="ul"><strong>Worn Item:</strong> If you are trying to take a loosely worn item, such as an amulet, cape, backpack, or sheathed weapon, your opponent gets a +5 bonus to their Reflex defense. You can't take most types of armor, boots, or gloves, or any item stowed in a backpack, pouch or pocket, although you may be able to take the container itself.</li> <li data-xf-list-type="ul"><strong>Held Item:</strong> If you are trying to take a held item, your foe also makes a Strength check. Your Strength attack roll must both equal or exceed your foe's Reflex defense and exceed their Strength check result in order for you to take the item. </li> </ul></blockquote><p></p>
[QUOTE="77IM, post: 4417942, member: 12377"] To address the OP's question: There are no rules for disarming, but that doesn't mean you can't disarm someone. There are tons of perfectly doable things for which there are no rules. DMG p.42 provides a very generic system for handling many strange stunts and maneuvers, and the DM is empowered to handle situations without rules in any way he sees fit. Here are the rules I proposed for my group. No player has attempted to disarm yet -- I intentionally tried to make it so that disarming was generally a worse option than just whacking the guy with a power. But it IS an option, and I think options are fun. -- 77IM [u][b]Disarm[/b][/u] Disarming a skilled opponent is tricky, but can provide a tremendous benefit in combat. Use this maneuver to deprive an enemy of a melee weapon that they are currently wielding. To remove a ranged weapon, sheathed melee weapon, or implement, use the takeaway maneuver. [b]DISARM: STANDARD ACTION[/b] [list] [*][b]Weapon Proficiency:[/b] You must be wielding a melee weapon with which you are proficient. [*][b]Target:[/b] Any adjacent enemy who is wielding a melee weapon. [*][b]Opposed Check:[/b] You and your opponent each make a basic melee attack roll. Your opponent gets a +5 bonus to the roll if they are proficient with their weapon. (Assume most monsters are proficient in the weapons they carry.) [*][b]Success:[/b] Your opponent drops his weapon in any square adjacent to him (your choice). [*][b]Failure:[/b] Until the end of your next turn, you grant your opponent combat advantage and suffer a -2 penalty to all attack rolls. [/list] [u][b]Takeaway[/b][/u] You grab an item carried by your opponent. This differs from disarming because your opponent is not actively trying to defend themselves using the item. [b]TAKEAWAY: STANDARD ACTION[/b] [list] [*][b]Hand Free:[/b] You must have at least one hand free (not holding anything) to takeaway. [*][b]Target:[/b] Any one item held or worn by an adjacent enemy, except a held melee weapon (for that, use the Disarm action). [*][b]Strength Attack:[/b] Make a Strength attack vs. Reflex defense, with special modifiers described below. Do not add any modifiers for the weapon you use, but add your combat maneuver bonus. [i]Hit:[/i] You take the item from your foe and now hold it in your hand. [i]Miss:[/i] You suffer the effects of one of your foe's basic attacks (their choice, if they have multiple basic attacks) as if they had hit you with it. This requires no attack roll, and doesn't count as them attacking you (it doesn't trigger opportunity actions or immediate actions based on attacking, for example). If your foe is not capable of taking opportunity attacks, you don't suffer any consequences for missing your takeaway attempt. [*][b]Worn Item:[/b] If you are trying to take a loosely worn item, such as an amulet, cape, backpack, or sheathed weapon, your opponent gets a +5 bonus to their Reflex defense. You can't take most types of armor, boots, or gloves, or any item stowed in a backpack, pouch or pocket, although you may be able to take the container itself. [*][b]Held Item:[/b] If you are trying to take a held item, your foe also makes a Strength check. Your Strength attack roll must both equal or exceed your foe's Reflex defense and exceed their Strength check result in order for you to take the item. [/list] [/QUOTE]
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