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So what can you do after you disarm an opponent?
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<blockquote data-quote="5ekyu" data-source="post: 7589232" data-attributes="member: 6919838"><p>Adding on to this - its not a good idea to compare two features from different classes and see how they compare in a vacuum. </p><p></p><p>The fighter class and the wizard class have very different features overall and they are "balanced" as a package not on the "one item" vs "one item" basis. </p><p></p><p>Additionally, There is an issue of setting. Are you playing in a world where the statblocks and the nature of items in the campaign make sense with an easy disarm? Do, NPC statblocks list a bevy of backup weapons? Do you assume it is part of their equipment by default? Surel;y if PCs get disarmed they start carrying backups, right? Why not NPCs? Does your setting feature potent magic weapons, that if easily disarmed and picked up radically change the balance of the encounter? If so, why didn't the enchanter of those wondrous weapons take and extra day or half-day to add "cannot be disarmed" as an enchantment? Why didn't they make an enchanted glove that provides similar gains but cannot be disarmed? That would make a lot more sense, right? Why spend a month to make this neat magic sword if it can be disarmed and picked up and run off with so easy? </p><p></p><p>The setting and rules should make sense working together. The events seen in play should make sense and be considered in the broader setting context.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7589232, member: 6919838"] Adding on to this - its not a good idea to compare two features from different classes and see how they compare in a vacuum. The fighter class and the wizard class have very different features overall and they are "balanced" as a package not on the "one item" vs "one item" basis. Additionally, There is an issue of setting. Are you playing in a world where the statblocks and the nature of items in the campaign make sense with an easy disarm? Do, NPC statblocks list a bevy of backup weapons? Do you assume it is part of their equipment by default? Surel;y if PCs get disarmed they start carrying backups, right? Why not NPCs? Does your setting feature potent magic weapons, that if easily disarmed and picked up radically change the balance of the encounter? If so, why didn't the enchanter of those wondrous weapons take and extra day or half-day to add "cannot be disarmed" as an enchantment? Why didn't they make an enchanted glove that provides similar gains but cannot be disarmed? That would make a lot more sense, right? Why spend a month to make this neat magic sword if it can be disarmed and picked up and run off with so easy? The setting and rules should make sense working together. The events seen in play should make sense and be considered in the broader setting context. [/QUOTE]
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So what can you do after you disarm an opponent?
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