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Tripping, Disarm, and other maneuvers in 4e
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<blockquote data-quote="fireinthedust" data-source="post: 4786971" data-attributes="member: 51930"><p>So my group was forced by the thieves' guild to steal objects from around town. One of them was the flail owned by a massive Ogre, the captain of the guard for this evil organization. Now, the ogre was about 9 levels higher than the party (this was to get them thinking, not fighting), so I didn't expect them to actually challenge it in combat... silly me.</p><p></p><p>The party tried to disarm the guy, and I said that, if they did a called shot to his hand and did enough damage, it would sting him enough that he'd drop the flail. This involved use of a hero point for the special maneuver, like we've done in M&M.</p><p></p><p>This after one PC tried to run around behind him and set up a trip by kneeling behind his legs while the barbarian shoved him. The barbarian was knocked prone and smashed, leaving the fighter trapped by himself behind the ogre warhulk... ok, long story short, the Party's (cleric, warlock, wizard, rogue; everyone else standing back going "no, guys, what are you doing?") targeted the ogre and got the flail, then everyone ran for it. (and yes, I've introduced a policy of "no, you did that so you're going to live with it" for stupid moves)</p><p></p><p>My point: What are some special maneuvers for 4e? I saw the grabbed rules. Are Trip and Disarm too powerful to allow for 4e? I ask as someone who skipped 3.x due to ...well it taking too much time to homebrew adventures for (getting monster stats right).</p></blockquote><p></p>
[QUOTE="fireinthedust, post: 4786971, member: 51930"] So my group was forced by the thieves' guild to steal objects from around town. One of them was the flail owned by a massive Ogre, the captain of the guard for this evil organization. Now, the ogre was about 9 levels higher than the party (this was to get them thinking, not fighting), so I didn't expect them to actually challenge it in combat... silly me. The party tried to disarm the guy, and I said that, if they did a called shot to his hand and did enough damage, it would sting him enough that he'd drop the flail. This involved use of a hero point for the special maneuver, like we've done in M&M. This after one PC tried to run around behind him and set up a trip by kneeling behind his legs while the barbarian shoved him. The barbarian was knocked prone and smashed, leaving the fighter trapped by himself behind the ogre warhulk... ok, long story short, the Party's (cleric, warlock, wizard, rogue; everyone else standing back going "no, guys, what are you doing?") targeted the ogre and got the flail, then everyone ran for it. (and yes, I've introduced a policy of "no, you did that so you're going to live with it" for stupid moves) My point: What are some special maneuvers for 4e? I saw the grabbed rules. Are Trip and Disarm too powerful to allow for 4e? I ask as someone who skipped 3.x due to ...well it taking too much time to homebrew adventures for (getting monster stats right). [/QUOTE]
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Tripping, Disarm, and other maneuvers in 4e
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