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General Tabletop Discussion
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Some combat house rules to peruse or ignore
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<blockquote data-quote="5ekyu" data-source="post: 7582094" data-attributes="member: 6919838"><p>In 3.x iirc barring taking feats to boost your disarm, attempting a disarm gave you an AO - that seriously cuts down on the merits.</p><p></p><p> In 3.x iirc disarm was done instead of an attack causing damage, not just an add-on to an attack that will damage. </p><p></p><p>Both of those are major game changers to the usability of the disarm and viability of it. </p><p></p><p>So, the experience with 3.x vs the benefits of this thing is not even close.</p><p></p><p>They share the word disarm and depriving the enemy of weapon, but little else.</p><p></p><p>Key Point for Analysis - just cause two different games use the same word for something - that doesnt mean they are comparable by nsme alone and the most basic simplistic not even thinking 101 analysis needs to look at more than the name to choose how to compare them.</p><p></p><p></p><p>In 5e, when you use attacks to get other effects as genersl maneuvers - shove and grapple being good examples - its not just added onto your damaging attack. </p><p></p><p>Magic Items Design - So, if someone wanted to enchant a magic item to prevent disarming, you would require that magic item ti have significant drawbacks? Did you add significant drawbacks to all magic items? </p><p></p><p>If not, why insist that a magical counter to disarm get them? After all, it sounds like disarm is a minor thing, so why force a significant drawback on an additional feature you describe as "totally unnecessary"?</p><p></p><p>To me, when folks want additional effects that are minor, maybe good for flavor, but which are certainly in the impact of "totally unnecessary" i let them go pretty easy. I dont go all "must have significant drawback" on rather trivial effects.</p><p></p><p>But hey guess it takes all kinds. </p><p></p><p>And if all you get from this is "i hate it" , seems pretty dismissive of posts you dont like which had a bit more than that in them.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7582094, member: 6919838"] In 3.x iirc barring taking feats to boost your disarm, attempting a disarm gave you an AO - that seriously cuts down on the merits. In 3.x iirc disarm was done instead of an attack causing damage, not just an add-on to an attack that will damage. Both of those are major game changers to the usability of the disarm and viability of it. So, the experience with 3.x vs the benefits of this thing is not even close. They share the word disarm and depriving the enemy of weapon, but little else. Key Point for Analysis - just cause two different games use the same word for something - that doesnt mean they are comparable by nsme alone and the most basic simplistic not even thinking 101 analysis needs to look at more than the name to choose how to compare them. In 5e, when you use attacks to get other effects as genersl maneuvers - shove and grapple being good examples - its not just added onto your damaging attack. Magic Items Design - So, if someone wanted to enchant a magic item to prevent disarming, you would require that magic item ti have significant drawbacks? Did you add significant drawbacks to all magic items? If not, why insist that a magical counter to disarm get them? After all, it sounds like disarm is a minor thing, so why force a significant drawback on an additional feature you describe as "totally unnecessary"? To me, when folks want additional effects that are minor, maybe good for flavor, but which are certainly in the impact of "totally unnecessary" i let them go pretty easy. I dont go all "must have significant drawback" on rather trivial effects. But hey guess it takes all kinds. And if all you get from this is "i hate it" , seems pretty dismissive of posts you dont like which had a bit more than that in them. [/QUOTE]
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