IanArgent
First Post
Forked from: Disarm rules
Forked because I wanted to address this specifically.
What, mechanically, are you trying to accomplish with a Disarm mechanic? In much of the source material, a disarm ends the fight - one combatant disarms the other, places his blade at the throat of the other, and says "Do you yield?" This is a defeat - 0 HP and proceed from there.
In the other it temporarily inconveniences the disarmee - he has to scramble to get either his own weapon or another one conveniently left around. Mechanically, what does a temporary[/] disarm effect? The target can't use his "Weapon" keyword powers to full effect, because his primary weapon isn't available. See the conditions table for ways to mechanically represent this. So you have powers that, when you are fighting a weapon-wielder, represent the weapon having been disarmed until they save, or the power ends, and they can recover it; but that power isn't gimped against a non-weapon user.
A lot of 4E is like this - the end-state mechanical effect is not depended on the descriptive path taken to get there. I understand why this is going ot drive some people around the bend; this round my disarm attempt does HP damage as I attempt to disarm and it fails (mechanically, I did a basic attack which did damage), but the next round my opponent's weapon goes flying out of his hand and as he yields I smash his skull with the hilt of my weapon and knock him unconscious (same mechanical option and effect- basic attack to do damage, but a different description).
Even with powers that provide their snippet of flavor text, you can feel free to ignore it, as long as what you describe bears some relationship to the effect. (I'm not going to describe Scorching Burst as surrounding the opponent with spectral kittens unless the spectral kittens have flaming claws - though if I want spectral kittens I can have them that way... But I could describe Thunderwave as an localized earthquake, a shell of force erupting from me, or even swinging my staff over my head with power crackling at the tip, forcing the opponents back in awe and fear as they are brushed by that power).
In short, the rules and the descriptions don't have to be tightly bound.
Psychic Robot said:I think I just threw up in my mouth a little.
See, what you just described isn't actually disarming him. Disarming someone means knocking his weapon away. Instead, what you described is defeating an opponent. That's when you beat him.
That's the benefit of disarming someone. You know, how when you knock his weapon away, he can't use it to fight until he recovers it? Makes sense, I think.
That's a failing of the system.
Forked because I wanted to address this specifically.
What, mechanically, are you trying to accomplish with a Disarm mechanic? In much of the source material, a disarm ends the fight - one combatant disarms the other, places his blade at the throat of the other, and says "Do you yield?" This is a defeat - 0 HP and proceed from there.
In the other it temporarily inconveniences the disarmee - he has to scramble to get either his own weapon or another one conveniently left around. Mechanically, what does a temporary[/] disarm effect? The target can't use his "Weapon" keyword powers to full effect, because his primary weapon isn't available. See the conditions table for ways to mechanically represent this. So you have powers that, when you are fighting a weapon-wielder, represent the weapon having been disarmed until they save, or the power ends, and they can recover it; but that power isn't gimped against a non-weapon user.
A lot of 4E is like this - the end-state mechanical effect is not depended on the descriptive path taken to get there. I understand why this is going ot drive some people around the bend; this round my disarm attempt does HP damage as I attempt to disarm and it fails (mechanically, I did a basic attack which did damage), but the next round my opponent's weapon goes flying out of his hand and as he yields I smash his skull with the hilt of my weapon and knock him unconscious (same mechanical option and effect- basic attack to do damage, but a different description).
Even with powers that provide their snippet of flavor text, you can feel free to ignore it, as long as what you describe bears some relationship to the effect. (I'm not going to describe Scorching Burst as surrounding the opponent with spectral kittens unless the spectral kittens have flaming claws - though if I want spectral kittens I can have them that way... But I could describe Thunderwave as an localized earthquake, a shell of force erupting from me, or even swinging my staff over my head with power crackling at the tip, forcing the opponents back in awe and fear as they are brushed by that power).
In short, the rules and the descriptions don't have to be tightly bound.