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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: 4487317" data-attributes="member: 40522"><p>Sorry if my post seemed a bit snarky, Mallus. I didn't mean it to come across that way, I just didn't foresee the disarm issue getting so big.</p><p></p><p>Anyway, I thought it might be helpful to put up a little more background.</p><p></p><p>Our ranger got the party's first magic weapon way back in the first adventure, a <em>+1 flameburst scimitar</em>. About level four, he got a +<em>2 frost longsword</em>. The wizard asked him about disenchanting the old weapon, he said, "Nah, I'm going to hang onto it and pick up the Quick Draw feat, in case I ever get disarmed or sundered." Made sense and everyone was happy.</p><p></p><p>Later on, our rogue and our warlord both got shiny new weapons too, and thought that the ranger had a smart idea. They kept their old weapons and got the Quick Draw feat.</p><p></p><p>The party is now high 5th/low 6th level, and I figured that it's time to make them feel like that quick draw feat and hanging onto their backup weapons was smart. The campaign is moving into a city notorius as the captial of slave-traing in the region. Hence, the whole disarm scenario seemed both flavorful and reasonable. I'd like to give them a time when they can have one of those, "Oh, that was a good choice," type of moments for picking up Quick Draw. They'll be fighting slavers in one encounter for sure, and could face them elsewhere if they pick fights.</p><p></p><p>In this particular instance, every party member that is dependent on a melee weapon has a backup weapon (a magical backup weapon, even) and a feat that lets them whip it out as part of an attack. Disarming their main weapons really isn't going to hurt them all that bad--it'll reduce their pluses by one and change the rider effects, but it's certainly something they can deal with a few times. But I can see where it could screw up a game without these exact circumstances.</p><p></p><p>Thanks to LostSoul, I only have a few tweaks to have a useable slaver for this game. It might be worth looking into making disarm as a feat that grants it to you as an encounter power, similar to the various channel divinity feats.</p></blockquote><p></p>
[QUOTE="Dykstrav, post: 4487317, member: 40522"] Sorry if my post seemed a bit snarky, Mallus. I didn't mean it to come across that way, I just didn't foresee the disarm issue getting so big. Anyway, I thought it might be helpful to put up a little more background. Our ranger got the party's first magic weapon way back in the first adventure, a [I]+1 flameburst scimitar[/I]. About level four, he got a +[I]2 frost longsword[/I]. The wizard asked him about disenchanting the old weapon, he said, "Nah, I'm going to hang onto it and pick up the Quick Draw feat, in case I ever get disarmed or sundered." Made sense and everyone was happy. Later on, our rogue and our warlord both got shiny new weapons too, and thought that the ranger had a smart idea. They kept their old weapons and got the Quick Draw feat. The party is now high 5th/low 6th level, and I figured that it's time to make them feel like that quick draw feat and hanging onto their backup weapons was smart. The campaign is moving into a city notorius as the captial of slave-traing in the region. Hence, the whole disarm scenario seemed both flavorful and reasonable. I'd like to give them a time when they can have one of those, "Oh, that was a good choice," type of moments for picking up Quick Draw. They'll be fighting slavers in one encounter for sure, and could face them elsewhere if they pick fights. In this particular instance, every party member that is dependent on a melee weapon has a backup weapon (a magical backup weapon, even) and a feat that lets them whip it out as part of an attack. Disarming their main weapons really isn't going to hurt them all that bad--it'll reduce their pluses by one and change the rider effects, but it's certainly something they can deal with a few times. But I can see where it could screw up a game without these exact circumstances. Thanks to LostSoul, I only have a few tweaks to have a useable slaver for this game. It might be worth looking into making disarm as a feat that grants it to you as an encounter power, similar to the various channel divinity feats. [/QUOTE]
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Does 4E have disarm?
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