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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Help with Mirror's Glint:Take Weapon confusion
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<blockquote data-quote="lichmaster" data-source="post: 8621924" data-attributes="member: 6683330"><p>Without offense, but I think you summed up pretty well what a crappy Narrator would do: antagonistic behaviour.</p><p></p><p>Combat maneuvers are supposed to be very advanced tecniques that require specific training, ordinary monsters and humanoids without significant martial training are not supposed to have any. The Disarm action can indeed be taken by any creature that has prensile limbs, but that would cost 1 attack (which would make very low basic maneuvre damage), require a save, and then the weapon would simply be dropped, not be stolen and swallowed as a reaction.</p><p></p><p>Combat encounters can be designed to be simply an obstacle or a main plot point, in which case they can and should be interesting and present unique challenges, one of which I presented above. It's not meant to be a way to completely disable a PC, but more as a distraction (at least that's how I'd run it), and no normal PC would only have one weapon. It's a way to make one encounter (or maybe a particular enemy) memorable in some way.</p><p></p><p>Same thing in reverse: if the party is fighting against some very dangerous enemy wielding a strong melee weapon, it would totally make sense that the PCs would use their capabilities to their advantage. Not allowing them to do so once in a while is contrary to the spirit of the game itself (like making all monsters resistant or immune to fire now that the wizard can cast a fireball).</p><p>As a Narrator you're responsible for designing and running encounters. They should be varied, challenge the PCs but also reward their choices.</p></blockquote><p></p>
[QUOTE="lichmaster, post: 8621924, member: 6683330"] Without offense, but I think you summed up pretty well what a crappy Narrator would do: antagonistic behaviour. Combat maneuvers are supposed to be very advanced tecniques that require specific training, ordinary monsters and humanoids without significant martial training are not supposed to have any. The Disarm action can indeed be taken by any creature that has prensile limbs, but that would cost 1 attack (which would make very low basic maneuvre damage), require a save, and then the weapon would simply be dropped, not be stolen and swallowed as a reaction. Combat encounters can be designed to be simply an obstacle or a main plot point, in which case they can and should be interesting and present unique challenges, one of which I presented above. It's not meant to be a way to completely disable a PC, but more as a distraction (at least that's how I'd run it), and no normal PC would only have one weapon. It's a way to make one encounter (or maybe a particular enemy) memorable in some way. Same thing in reverse: if the party is fighting against some very dangerous enemy wielding a strong melee weapon, it would totally make sense that the PCs would use their capabilities to their advantage. Not allowing them to do so once in a while is contrary to the spirit of the game itself (like making all monsters resistant or immune to fire now that the wizard can cast a fireball). As a Narrator you're responsible for designing and running encounters. They should be varied, challenge the PCs but also reward their choices. [/QUOTE]
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Help with Mirror's Glint:Take Weapon confusion
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