Disarm

Protecting those who can't protect themselves and keeping evil at bay.
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Disarm

Postby You » Tue Oct 15, 2013 3:42 pm

As it works now, disarm isn't that useful of an ability. The most common situation when you're on your own is, if the disarm succeeds, the enemy is stunned long enough for one attack, then picks up his weapon and goes back to business as normal. The one attack you get is more than balanced out by the fact that you have to spend at least one attack trying the disarm.

I propose instead that the enemy should have to go through some opposed check to pick up the weapon again, to represent the templar having tried to knock the weapon into a difficult position for recovery. If the check fails, either the templar (and allies? Maybe not) should get a free attack without an addition of round-time, or the enemy is simply unable to pick up the weapon until some roundtime elapses.

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Re: Disarm

Postby Jaster » Tue Oct 15, 2013 6:12 pm

You can pick it up and move it.

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Re: Disarm

Postby Kiyaani » Tue Oct 15, 2013 7:41 pm

Not if you're using a sword and board. ;) Being able to kick it away would be cool... or send it flying far enough away to make a challenge to recover =)

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Re: Disarm

Postby Jaster » Wed Oct 16, 2013 6:47 am

It would be cool to kick it into another room. But I'd have way too much fun with that mechanic, kicking random objects at people.

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Re: Disarm

Postby Noctere » Wed Oct 16, 2013 7:12 am

And thus the game of soccer was invented.

Hmmm maybe we should add a few buckets to kick around too...
It's not easy being evil...

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Re: Disarm

Postby Gruff » Sat Oct 19, 2013 6:45 am

Noctere wrote:And thus the game of soccer was invented.

Hmmm maybe we should add a few buckets to kick around too...


And Chickens! And Lawn Gnomes! Don't forget chicken/gnome-punting! Baddie chars would love it! Just punting a chicken around town like a tin can down an alley...classic!

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