Why? Do you not want your players to use interesting tactics?Just like I have to constantly fight players who want to cast spells in a clever way to get 'Subtle Spell' for free.
Did anyone think about the Disarm rule from the DMG or the Battlemaster's Disarm? This situation is what those are for.
In an attempt to also join the "somebody probably said this upthread" crew...
You should let a wizard's spell pouch get disarmed just as easily as the fighter's sword, the ranger's companion, the cleric's divine connection, and the thief's sneakiness.
Oh well then have fun.Oh. Well then.
That's not happening. Nothing's getting winked away as a one shot.
Your suggested fix for my game isn't needed.
Umm... One of these things can be done with a simple action and a successful ability+skill contest. One of them can be done with enough HP damage. The other two can’t be done by the rules as written. So, uh... Which of those are you advocating for it to be just as easy as, exactly?
Hi,
the optional rule for Disarming says:
Usually a caster uses a component pouch (at least in our games). So, would you allow e.g. a ranged attacker to target the component pouch of a caster to shoot it off his grasp, then pick it up himself to prevent the caster from further spells?
Kind regards!
Umm... One of these things can be done with a simple action and a successful ability+skill contest. One of them can be done with enough HP damage. The other two can’t be done by the rules as written. So, uh... Which of those are you advocating for it to be just as easy as, exactly?
I disagree with that assessment, but different strokes, I guess.Look closer. Each of those things is What Makes the Game Fun for each class.
Makes sense to me. A fighter’s sword is a tool the fighter uses, comparable to the magic user’s Arcane Focus or the rogue’s Thieves’ Tools, which can also be disarmed with a check. A ranger’s animal companion is an autonomous allied creature, comparable to a magic user’s familiar or anyone’s paid hireling, all of which can be killed with HP damage and replaced with a small expenditure of gold or other resources. A rogue’s stealth or a cleric’s divine magic are class features, comparable to a fighter’s superiority dice and maneuvers, or a ranger’s tracking, or a wizard’s arcane magic, none of which can be taken away from the characters by RAW.Interesting how the rules handle the removal of each of these things differently, no?
Again, I don’t agree with your assessment of what makes these classes fun, but if you’d rather play a rogue because they don’t have arcane foci to disarm or allied creatures to temporarily kill, that’s your choice to make. Nobody is forcing you to play a fighter or a wizard.I'd prefer the classes that, by uthe rules as written, can't have their fun taken away.