Which solutions were those?Dude, I dunno, the suggestions in this thread are really pretty good. I hope that any Coasties reading this are slapping their foreheads and going "OF COURSE!" at the moment.![]()
Which solutions were those?Dude, I dunno, the suggestions in this thread are really pretty good. I hope that any Coasties reading this are slapping their foreheads and going "OF COURSE!" at the moment.![]()
Which solutions were those?
I'm not sure I agree with your thinking on this one and I'm not sure I agree with their thinking on the podcast either. They pretty much said:The basic problem is that there are several ways you can handle someone being disarmed, and they're all bad.
...2. Its not that difficult to do, and the disarmed opponent suffers a small penalty, either by drawing a different weapon, or artfully recovering the original weapon. This has a couple of problems. First, disarming stops being a meaningful penalty if everyone has multitudes of replacement weapons, or if everyone can just regain their original weapon without meaningful inconvenience. It may even be completely pointless if a replacement weapon is just as good as the original. Second, it makes fights seem like a farce, where everyone is continuously dropping their weapon but no one can manage to capitalize on it.
I think disarming should be harder than an opposed attack roll. Perhaps a standard -4 penalty to a disarming attack opposed by the defender's attack roll.Cadfan said:To design rules for disarming, EVEN BEFORE you consider how to make those rules mesh with monster design, you need to figure out what the penalty should be for being disarmed, and then to decide whether that penalty is reasonable in the overall context of the game, and how difficult it should be to inflict.
I guess this is where we differ. I find that to be a pretty lame penalty. Like trip, except worse, and with a greater likelihood for unclear rules outcomes. And in game terms, its an effect that is kind of disconnected from the logical purpose of disarming someone- the most practical effect of the "move action to recover" disarm solution is to make disarming someone into a way to slow down their movement. That's not really the point, is it? You want to disarm someone so that they're unprotected and you can kill them at your leisure, right? It kind of turns disarming into a weird form of tripping.Secondly, retrieving the original weapon is going to both use up action resources (minor/move/standard/minor & move) as well as more than likely leave the character open (granting combat advantage). To my mind, this is a significant penalty. A savvy group of players should be able to take advantage of a disarmed NPC.
Merric's recommendation of making it an alternative "nonlethal combat" move.
Probably my favourite approach suggested so far.
The idea I like for both Disarm and Trip - if you want to keep thas a standard combat option - would be to require Combat Advantage to use them.
This gives a nice incentive _not_ to attempt a trip or a disarm - because you have an increased chance to use sneak attack or land a strong power against your foe.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.