magic disarm?

Summer-Knight925

First Post
so, the question arose when looking into a build, if you're disarming with a magic weapon, is the plus added in?

Seems like yes, but who knows? Let's hope you do.
 

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Speaking solely for D&D 3.5, disarming is handled by an opposed attack roll. So you make an attack roll with all the usual modifiers (including Str, magical or masterwork bonus, weapon focus etc.), and the other guy does the same. You also apply special modifiers (for size, and weapon category), but it is still an attack roll. I believe you'd even add a +2 if you were flanking the opponent, or a +1 if you had the higher ground etc., since it's specifically spelled out as an attack roll.
 

Speaking solely for D&D 3.5, disarming is handled by an opposed attack roll. So you make an attack roll with all the usual modifiers (including Str, magical or masterwork bonus, weapon focus etc.), and the other guy does the same. You also apply special modifiers (for size, and weapon category), but it is still an attack roll. I believe you'd even add a +2 if you were flanking the opponent, or a +1 if you had the higher ground etc., since it's specifically spelled out as an attack roll.

This.

It's an attack roll. If the foe's prone, he even takes his -4 penalty on his opposed roll. All attacking modifiers apply to each party.
 

As said before the answer is yes. You use opposed melee attack rolls plus whatever bonuses for disarm each party may use. However it really isn't worth making a build out of.
1. Monsters will most likely have natural weapons and special attacks of their own.
2. Two handed weapons are actually the most effective and resilient disarming weapons.
3. Light weapons suffer a -4 penalty in both categories of disarming.
4. A simple locked gauntlet adds +10 to the opposing roll and even if successful you waste a whole round just to remove it.
5. Size bonus also still applies.
It then quickly only becomes useful against spell casters, if you can get close, to knock out components in hand. Though I doubt this tactic will be useful in later levels.
 

4. A simple locked gauntlet adds +10 to the opposing roll and even if successful you waste a whole round just to remove it.

I disagree. It takes no longer to disarm something from a locked gauntlet than it does from someone's hand. The increased difficulty in wrenching the item away is represented by the massive +10 bonus already. The one round to remove a weapon from a locked gauntlet is if you're just...removing it normally. If you inferred the duration to detach a weapon from one to disarming, that'd make the gauntlet far, far too good.
 

I disagree. It takes no longer to disarm something from a locked gauntlet than it does from someone's hand. The increased difficulty in wrenching the item away is represented by the massive +10 bonus already. The one round to remove a weapon from a locked gauntlet is if you're just...removing it normally. If you inferred the duration to detach a weapon from one to disarming, that'd make the gauntlet far, far too good.
Fundamentally, I agree with you but it is written otherwise. One could house rule that out.
 


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