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<blockquote data-quote="nothing to see here" data-source="post: 4281226" data-attributes="member: 16432"><p>Considering how 4e combat is, in key ways, more abstract, I would avoid opening a whole new can of worms about handling drops. Playability has to be key here. I would make some abstractions about what being disarmed or sundered means.</p><p></p><p>Disarmed: -2 to attacks and damage until weapon is reclaimed</p><p></p><p>Sundered: -1 AC for the remainder of encounter (multiple sunders stack)</p><p></p><p>For Disarmed, I would make the penalty -5 against REF only against enemies whose dexcriptive text contians a held weapon, if you succeed the enemy is considered to have dropped his weapon and suffers a -2 penalty to attacks and damage until they burn a move action to retrieve their weapon. If one of your allies burns a move action first, to retrieve the weapon, then they retrieve the weapon and the loss lasts for the encounter.</p><p></p><p>For Sunder, I would make the penalty -5 aganst FOR. Success does STR damage and lowers the opponents AC by 1.</p><p></p><p>Failure in either case should carry a penalty: such as your opponent gainst combat advantage against you until the end of your next turn.</p></blockquote><p></p>
[QUOTE="nothing to see here, post: 4281226, member: 16432"] Considering how 4e combat is, in key ways, more abstract, I would avoid opening a whole new can of worms about handling drops. Playability has to be key here. I would make some abstractions about what being disarmed or sundered means. Disarmed: -2 to attacks and damage until weapon is reclaimed Sundered: -1 AC for the remainder of encounter (multiple sunders stack) For Disarmed, I would make the penalty -5 against REF only against enemies whose dexcriptive text contians a held weapon, if you succeed the enemy is considered to have dropped his weapon and suffers a -2 penalty to attacks and damage until they burn a move action to retrieve their weapon. If one of your allies burns a move action first, to retrieve the weapon, then they retrieve the weapon and the loss lasts for the encounter. For Sunder, I would make the penalty -5 aganst FOR. Success does STR damage and lowers the opponents AC by 1. Failure in either case should carry a penalty: such as your opponent gainst combat advantage against you until the end of your next turn. [/QUOTE]
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