D&D 5E (2014) Handling specific moves in combat (disarm, attacking weapons)


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My preference is to be flexible with what happens when you reduce a foe to '0' hp.

By raw you can knock a foe unconscious or dying with a melee attack.
I'm just as likely to allow characters to narrate foes "defeated" by a variety of reasons that make sense within the story - surrendered, disarmed, run away, knocked out, dying, injured, tripped and demoralized, etc.

Personally, I dislike any kind of shortcut to a victory condition that bypasses HP. But tastes differ.

It's a World-sim vs. Genre-sim distinction for me.
 

@Rune has been here since 2002.

Well, 1999, really. But I think the welcome was intended for Geordon. :)

Right you are @Rune. I guess I could have made that more clear.

Sorry to confuse you @SkidAce. But thanks for the chuckle.

Another PS (I really have to stop hitting "Post" so quickly) when I first skimmed the thread title, I thought it said "Halfling specific moves..." an immediately wondered about the checks and rolls involved for having halflings, like, diving/sliding between people's legs and attacking them from "underneath". Thankfully, I actually read the first post before responding. hahaha.
 
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If was a charmed guard, I think the disarm attempt would be "Hey! Nice staff! Can I hold it for a sec?" (And would probably point out to the players that attacking the weapon is unnecessary, or at least call for a Wis check for anyone about to attack).

Otherwise, yeah, what everyone else said regarding the Disarm rules. However, when confronted by such quandaries in the future, I'd say try to get comfortable with winging it... call for an attack roll or opposed roll as you see fit, then look the rule up later. Most players are fine with "okay, here's how it was suppose to work, so we'll do it that way going forward."
 

If was a charmed guard, I think the disarm attempt would be "Hey! Nice staff! Can I hold it for a sec?" (And would probably point out to the players that attacking the weapon is unnecessary, or at least call for a Wis check for anyone about to attack).

Otherwise, yeah, what everyone else said regarding the Disarm rules. However, when confronted by such quandaries in the future, I'd say try to get comfortable with winging it... call for an attack roll or opposed roll as you see fit, then look the rule up later. Most players are fine with "okay, here's how it was suppose to work, so we'll do it that way going forward."

Good point. Hadn't thought of that. Also, isn't there some stipulation that if you attack the charmed individual, the charm is broken? Or that's only if the caster does? Still, "Are these your friends?! Why are your friends swinging axes at me?" seems a legitimate response.
 

Good point. Hadn't thought of that. Also, isn't there some stipulation that if you attack the charmed individual, the charm is broken? Or that's only if the caster does? Still, "Are these your friends?! Why are your friends swinging axes at me?" seems a legitimate response.

From the Charm Person entry in the Basic Rules (emphasis mine): "If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it."
 

From the Charm Person entry in the Basic Rules (emphasis mine): "If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it."

Well, there you go. I presume the charm caster might have jumped in to stop this wild dwarf with his axe. Otherwise..."Wait! What? Who are you people?! ALARUM! ALARUM!"
 

As a more general solution to this class of problem, I recommend: an opposed roll of some sort. In this case, not having the DMG, I would have gone with opposed attack rolls.

If the benefit of success seems very high, I'd create a consequence for failure. Like if disarming arcane foci becomes a common tactic, I'd say, "From now on, if you fail your disarm check, your opponent hits you and deals damage." This creates a sort of wager system. Consequences for failure work better than just increasing difficulty because the keep the game moving -- a hard check with no consequence for failure just wastes everyone's time.
 

Our monk wanted to trip someone a few sessions ago using a monk-ish-punch/kick. I said, "roll your attack, and that becomes the DC for the Dex save the guy gets." I guess my point is, being a little creative and open ended with the rules allows for customization of just about anything you can think of.
 

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