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<blockquote data-quote="Dandu" data-source="post: 5219560" data-attributes="member: 85158"><p>People do not rate Disarming high because there is an 8 gp mundane item that gives a +10 to disarm checks to retain one's weapon. This is a problem because monks start out with a lower disarm check by default due to 3/4th BAB.</p><p> </p><p></p><p>Unless the opponent is punching with a gauntlet on. Or uses armor spikes. Gauntlets come with heavier armor, and armor spikes are cheap.</p><p> </p><p></p><p>Sais (and unarmed strikes, for that matter), being light weapons, take a -4 penalty to disarming while the wielder of a two handed weapon gets a +4 bonus.</p><p> </p><p>The Sai's +4 bonus just cancels out the penalty, but fighting with two Sais deals 1d4 damage... which means that the thing is worse than a quarterstaff in that department, since the quarterstaff is a two handed weapon that can be flurried for 1d6 damage.</p><p> </p><p>The quarterstaff can also be used two handed for power attack and costs less than the Sai. It seems that Donatello had it right.</p><p> </p><p></p><p>Destroying your WLB is not usually a good idea.</p><p> </p><p>Also, "The wielder of a two-handed weapon on a sunder attempt gets a +4 bonus on this roll, and the wielder of a light weapon takes a -4 penalty. If the combatants are of different sizes, the larger combatant gets a bonus on the attack roll of +4 per difference in size category. "</p><p> </p><p>You also have to overcome 10 harness and deal a few points of damage to destroy most mundane metal weapons. </p><p> </p><p>Assuming you get INA at level 6, you deal 1d10 points of damage. Without a decent strength score (14 or higher), you can't reliably sunder nonmagical metal weapons. At higher levels, you face magical weapons which have more hardness and HP.</p><p> </p><p>Most people don't like sundering for the above reasons.</p><p> </p><p></p><p>Please. Everyone knows that <a href="http://www.giantitp.com/forums/showthread.php?t=80704" target="_blank"><em>real</em> monks use UMD</a>.</p></blockquote><p></p>
[QUOTE="Dandu, post: 5219560, member: 85158"] People do not rate Disarming high because there is an 8 gp mundane item that gives a +10 to disarm checks to retain one's weapon. This is a problem because monks start out with a lower disarm check by default due to 3/4th BAB. Unless the opponent is punching with a gauntlet on. Or uses armor spikes. Gauntlets come with heavier armor, and armor spikes are cheap. Sais (and unarmed strikes, for that matter), being light weapons, take a -4 penalty to disarming while the wielder of a two handed weapon gets a +4 bonus. The Sai's +4 bonus just cancels out the penalty, but fighting with two Sais deals 1d4 damage... which means that the thing is worse than a quarterstaff in that department, since the quarterstaff is a two handed weapon that can be flurried for 1d6 damage. The quarterstaff can also be used two handed for power attack and costs less than the Sai. It seems that Donatello had it right. Destroying your WLB is not usually a good idea. Also, "The wielder of a two-handed weapon on a sunder attempt gets a +4 bonus on this roll, and the wielder of a light weapon takes a -4 penalty. If the combatants are of different sizes, the larger combatant gets a bonus on the attack roll of +4 per difference in size category. " You also have to overcome 10 harness and deal a few points of damage to destroy most mundane metal weapons. Assuming you get INA at level 6, you deal 1d10 points of damage. Without a decent strength score (14 or higher), you can't reliably sunder nonmagical metal weapons. At higher levels, you face magical weapons which have more hardness and HP. Most people don't like sundering for the above reasons. Please. Everyone knows that [URL="http://www.giantitp.com/forums/showthread.php?t=80704"][I]real[/I] monks use UMD[/URL]. [/QUOTE]
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