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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="niklinna" data-source="post: 8622341" data-attributes="member: 71235"><p>The concern now seems to be that Take Weapon is a fairly hard shutdown ability, allowing you to steal somebody's weapon, potentially rendering them incapable of offense. You can do the same thing with the <em>telekinesis</em> spell, though, and possibly a <em>shatter</em> spell*. There's a fair spread in the class levels at which you can get Take Weapon or <em>telekinesis</em>, but then the spell does more and is usable at range. In any case, this was already a thing, and it's not like either ability will let you traipse around the battlefield plucking everybody's weapon from them; uses are limited.</p><p></p><p>There are also a few counters in the game that prevent or hinder disarming (such as Armaments of Nature, p. 207, Hand-Mounted weapon property, p. 313) or allow one to get help to find a new weapon. Plus there's the plain old Disarm maneuver to knock the weapon out of the thief's hands and gain an opportunity to pick it up off the floor. Or two combatants could both have Take Weapon and go back and forth until they run out of exertion points.... The game is full of moves and counter-moves; why is this particular one such a big deal?</p><p></p><p>* I'm surprised there isn't a straight-up <em>disarm</em> spell, to be honest, as I have seen in other RPGs and LARPs, but then D&D spellcasters already have a huge toolbox and better things to be doing with the spell slots.</p></blockquote><p></p>
[QUOTE="niklinna, post: 8622341, member: 71235"] The concern now seems to be that Take Weapon is a fairly hard shutdown ability, allowing you to steal somebody's weapon, potentially rendering them incapable of offense. You can do the same thing with the [I]telekinesis[/I] spell, though, and possibly a [i]shatter[/i] spell*. There's a fair spread in the class levels at which you can get Take Weapon or [i]telekinesis[/i], but then the spell does more and is usable at range. In any case, this was already a thing, and it's not like either ability will let you traipse around the battlefield plucking everybody's weapon from them; uses are limited. There are also a few counters in the game that prevent or hinder disarming (such as Armaments of Nature, p. 207, Hand-Mounted weapon property, p. 313) or allow one to get help to find a new weapon. Plus there's the plain old Disarm maneuver to knock the weapon out of the thief's hands and gain an opportunity to pick it up off the floor. Or two combatants could both have Take Weapon and go back and forth until they run out of exertion points.... The game is full of moves and counter-moves; why is this particular one such a big deal? * I'm surprised there isn't a straight-up [i]disarm[/i] spell, to be honest, as I have seen in other RPGs and LARPs, but then D&D spellcasters already have a huge toolbox and better things to be doing with the spell slots. [/QUOTE]
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Help with Mirror's Glint:Take Weapon confusion
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