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<blockquote data-quote="MerricB" data-source="post: 5709970" data-attributes="member: 3586"><p>It really is a tough design problem. The two ways we've seen it work so far are</p><p></p><p>* The player can only do it rarely, but chooses when</p><p>* The player can attempt it lots, but succeeds rarely*</p><p></p><p>The first is 4e. The second is 1e-3e, which means that the manuever is almost never tried. Except in 3e, where the game allowed a character to load up on feats so that it pretty much never failed. (A massive failure in design).</p><p></p><p>My preferred way of doing a disarm mechanic would be in a card-game style, where each card is an attack or defense, and the disarm can only apply if you've had a certain sequence of cards first. But, you know, it's a little tricky for a group game. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>One thing I really like about 4e at present is that we've got both Essentials and PH martial classes, and both work within the game and appeal to different groups of players. It's a far better situation than at the start when it was really hard to give new players a fighter and expect them to play it competently. (Or any class, for that matter).</p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="MerricB, post: 5709970, member: 3586"] It really is a tough design problem. The two ways we've seen it work so far are * The player can only do it rarely, but chooses when * The player can attempt it lots, but succeeds rarely* The first is 4e. The second is 1e-3e, which means that the manuever is almost never tried. Except in 3e, where the game allowed a character to load up on feats so that it pretty much never failed. (A massive failure in design). My preferred way of doing a disarm mechanic would be in a card-game style, where each card is an attack or defense, and the disarm can only apply if you've had a certain sequence of cards first. But, you know, it's a little tricky for a group game. :) One thing I really like about 4e at present is that we've got both Essentials and PH martial classes, and both work within the game and appeal to different groups of players. It's a far better situation than at the start when it was really hard to give new players a fighter and expect them to play it competently. (Or any class, for that matter). Cheers! [/QUOTE]
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