Disarm, why so easy?

psions / psionics... dnd's most badly written rule set ever.

no matter how many times they rewrite it, they always break it and make it stupid

Anyway I tend to agree that the +4 bonus for teh imprved combat feats is too strong

has anyone ever had to put up with the chain trip monkey ?
 

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kirstar said:
psions / psionics... dnd's most badly written rule set ever.

no matter how many times they rewrite it, they always break it and make it stupid

Anyway I tend to agree that the +4 bonus for teh imprved combat feats is too strong

has anyone ever had to put up with the chain trip monkey ?

That last is less of a tripping issue as a Spiked Chain issue. Cheasiest weapon ever.

Tripping weapon. +2 to disarm. Finessable. Threatens plus 10-foot Reach plus can strike adjacent foes. 1d6 damage.

Balancing factors? Requires two hands and is an exotic weapon.
 

I just wrote up a Ranger7 with a wolf companion. He fights with a quarterstaff and has improved disarm. I'm thinking one of the tricks his dog knows is "keep away": when instructed to "keep away," the dog readies an action, waiting for the command "fetch!", at which point he grabs whatever dropped to the ground and runs away with it.

THIS, I think, will be the perfect snatch-and-grab character :). On a normal set of attacks, Does this seem like a reasonable approach?

He'll get +8 on his opposed roll (+4 for using a two-handed weapon, +4 for the feat). I'd figure that the wolf would suffer an AoO for grabbing the item (can the wolf even do it?), and could only grab one-handed weapons or tiny or smaller objects, or maybe just say the wolf can't grab something weighing more than 5 pounds effectively. STill, though, it could be a lot of fun. (It's a city law enforcement campaign in which lethal violence is discouraged when avoidable).

Daniel
 



Artoomis said:
Balancing factors? Requires two hands and is an exotic weapon.
It is a feat sink.
It will be rubbish against large and larger monsters.
It will be rubbish against monsters using natural weapons.
 

Felix said:
It is a feat sink.
It will be rubbish against large and larger monsters.
It will be rubbish against monsters using natural weapons.

It uses only one feat - not bad for a fighter, but significant for others.

It gets all the two-handed weapon bonuses form Power Attack, etc.

It is not useful for tripping for disarming against the monsters you list, but is perfectly usable as a regular weapon against them - except it has reach AND can attack adjacent foes.

Still rather cheesey.

It's pretty much the premier all-around melee weapon. Good for eveything except when you need a light weapon.

It's even pretty effective against large creatures for disarm and trip, because it is a two-handed weapon.
 

skeptic said:
I prefer to interpret the "spell component pouch" as an abstract item, not "one" pouch where all material components are stored. No more Sleight of Hand / Disarm on it.

Supported by all those PHB pictures too - all the arcane casters had pockets all over the place.
 

Plane Sailing said:
Supported by all those PHB pictures too - all the arcane casters had pockets all over the place.


Hmmm....

Page 27, Bard
Page 31, Cleric
Page 34, Druid
Page 43, Paladin
Page 46, Ranger
Page 51, Sorceror
Page 56, Wizard
Page 57, Illusionist

All spellcasters. Most arcane casters, not that this matters. None of them have multiple pockets or pouches all over the place.

Hmmm....

A spell component pouch is defined item in the equipment list.
 

Artoomis said:
Hmmm....

Page 27, Bard
Page 31, Cleric
Page 34, Druid
Page 43, Paladin
Page 46, Ranger
Page 51, Sorceror
Page 56, Wizard
Page 57, Illusionist

All spellcasters. Most arcane casters
Half, in fact.

, not that this matters. None of them have multiple pockets or pouches all over the place.
None? You're seriously claiming that Mialee on page 56 does not have a surfeit of pockets?
 

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