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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Does 4E have disarm?
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<blockquote data-quote="Dykstrav" data-source="post: 4487221" data-attributes="member: 40522"><p>Sorry I wasn't clear. Being taken as slaves isn't a part of the overall plot. It's the likely consequence of fighting the city's watch--they finance municipal programs through the sale of prisoners as slaves. Hence, poisoning the characters through food or drink isn't terribly likely in a situation where they'd fight the watch, and past a certain point, they'd either use lethal force or turn prisoners over to the temple of Asmodeus to be used as sacrifices. It's just a possible consequence of their actions, not an integral plot point (which usually can be solved better through means other than a combat encounter anyway).</p><p></p><p></p><p></p><p>That'll work for a few encounters. After the umpteenth time the characters overturn a fruit cart in the bazaar or swing from a conveniently placed clothesline, it'll be as hackneyed as the stereotypical featureless 20' x 20' dungeon chamber. There are only so many variations of plausible terrain within the limits of the setting. That, and the characters will wonder why the city doesn't pass an ordinance about unsecured fruit carts in the streets or ropes tied from buildings.</p><p></p><p>Besides which, fighting the watch is supposed to be a Bad Idea. The idea isn't to make a balanced combat encounter, the ideas are to 1) make the Quick Draw feat and backup weapons useful; 2) perform a logical tactic that is viable in many situations. Unfortunately, the way the disarm treatment in 4E works makes 2) far less viable. </p><p></p><p>What it boils down to is that I want disarms and I'm going to have to work to put it in the way I want. (shrug) I don't expect game designers to have a crystal ball as far as my own play style and preferences go, but it does come across as a glaring shortcoming. </p><p></p><p></p><p></p><p>There are. But it's still more work I have to do to get the mechanics and play style I want. Every time something like this happens, I keep thinking about all the times I heard that 4E is easier to run and prepare for (and it is, if you're willing to make up rules on the fly and don't want complexity in any area of the game except for combat). What's sticking in my craw is the simulation-versus-game thing. I can understand why there is no disarm or sundering from a game balance point of view, but not in a simulationist view. Peace officers, military personnel, and countless martial arts train to disarm an armed oppnent as a very basic tactic--so it really breaks my immersion to have it missing from the basic rules.</p></blockquote><p></p>
[QUOTE="Dykstrav, post: 4487221, member: 40522"] Sorry I wasn't clear. Being taken as slaves isn't a part of the overall plot. It's the likely consequence of fighting the city's watch--they finance municipal programs through the sale of prisoners as slaves. Hence, poisoning the characters through food or drink isn't terribly likely in a situation where they'd fight the watch, and past a certain point, they'd either use lethal force or turn prisoners over to the temple of Asmodeus to be used as sacrifices. It's just a possible consequence of their actions, not an integral plot point (which usually can be solved better through means other than a combat encounter anyway). That'll work for a few encounters. After the umpteenth time the characters overturn a fruit cart in the bazaar or swing from a conveniently placed clothesline, it'll be as hackneyed as the stereotypical featureless 20' x 20' dungeon chamber. There are only so many variations of plausible terrain within the limits of the setting. That, and the characters will wonder why the city doesn't pass an ordinance about unsecured fruit carts in the streets or ropes tied from buildings. Besides which, fighting the watch is supposed to be a Bad Idea. The idea isn't to make a balanced combat encounter, the ideas are to 1) make the Quick Draw feat and backup weapons useful; 2) perform a logical tactic that is viable in many situations. Unfortunately, the way the disarm treatment in 4E works makes 2) far less viable. What it boils down to is that I want disarms and I'm going to have to work to put it in the way I want. (shrug) I don't expect game designers to have a crystal ball as far as my own play style and preferences go, but it does come across as a glaring shortcoming. There are. But it's still more work I have to do to get the mechanics and play style I want. Every time something like this happens, I keep thinking about all the times I heard that 4E is easier to run and prepare for (and it is, if you're willing to make up rules on the fly and don't want complexity in any area of the game except for combat). What's sticking in my craw is the simulation-versus-game thing. I can understand why there is no disarm or sundering from a game balance point of view, but not in a simulationist view. Peace officers, military personnel, and countless martial arts train to disarm an armed oppnent as a very basic tactic--so it really breaks my immersion to have it missing from the basic rules. [/QUOTE]
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