Disarm and Knockdown

Post/Author/DateTimePost
#1

lobohan

Jul 11, 2008 15:21:18
To preface, this is a problem I have with the campaign I'm starting. I as a GM don't like to tell the players they can't even try something. So I don't really like how unless you're a 17th level fighter you can't attempt to knock a weapon from someone's hand. These are house rules I'd like to add into my campaign to allow that to happen.

I appreciate that some may think that adulterating the rules, even a little, is heresy. And I'd like to state that I think 4th ed is wonderful. I really do. It's just for my GMing style, I feel I need to have the possibility to attempt some common maneuvers.

I should also mention that in my opinion, these abilities should be worse than a melee basic attack. They shouldn't be used lightly, and they should be a last ditch thing that has little chance of working. Exploits should rock and be the far better choice.

If anyone has any advice or thoughts on how these write-ups could be improved please let me know. Note that none of these actually do damage.

Melee Basic Disarm
At Will • Weapon
Standard Action Melee Weapon

Target: One creature
Attack: Strength vs. Reflex +2
Hit: Target's weapon drops to the ground in a square adjacent to the target.
Special: If the weapon is two handed the attack roll is at -4. Using this attack provokes opportunity attacks from all opponents threatening you.

Melee Basic Knockdown
At Will

Standard Action Melee
Target: One creature
Attack: Strength vs. AC +2
Hit: Target is knocked prone if it is no more than one size class larger than you.
Special: Using this attack provokes opportunity attacks from all opponents threatening you, including the target.

Disarm a Grabbed Target: Standard Action
[INDENT]Strength Attack: Make a Strength attack vs. Fortitude +2. Do not add any weapon modifiers. The opponent gets an additional +2 to fortitude if the weapon is being wielded in two hands.
Hit: The target's weapon falls to a square adjacent to him (your choice). If you have two free hands you can grab the weapon instead of letting it fall.[/INDENT]

[INDENT]Opportunity Attacks: Using this attack provokes an opportunity attack from all enemies threatening you, including the target. If the target's opportunity attack succeeds the disarm attempt automatically fails.[/INDENT]



Knocking Down a Grabbed Target: Standard Action
[INDENT]Strength Attack: Make a Strength attack vs. Fortitude +2. Do not add any weapon modifiers.
Hit: The target falls prone.[/INDENT]

[INDENT]Opportunity Attacks: Using this attack provokes an opportunity attack from all enemies threatening you, including the target.[/INDENT]

If anyone has any input, please feel free to weigh in. Thanks.
#2

_cypher_

Jul 11, 2008 16:14:57
You know, I wouldn't provide an attack of opportunity for the basic disarm. I think it is balanced without the attack. And if you think about it, you aren't really exposing yourself all that much when you take a whack at someones hand.

other than that it looks great. that is some quality material you are making.:D
#3

wyld_mutation

Jul 11, 2008 16:21:08
I'd say that you deal some amount of damage on a critical hit.

"On a critical hit deal 1[w] damage"

Just to make it a little more interesting when you get that awesome roll.

Then you have to decide if any weapons give you a bonus to the roll (Spiked Chain is a good one for that...)

I like them regardless anyway. Definitely cool combat options.
#4

AaronOfBarbaria

Jul 11, 2008 17:13:20
Wording them as "Strength -2 Vs. AC" as opposed to "Strength vs. AC +2" fits better with the language already in place in tha game (minor, I know, but adjusting the roll seems more logical than changing the static value)

Also, weapons making an adjustment to the roll could be good... like any axe, flail or pick type weapon giving a +2.

Last suggestion, Knocking someone down should probably target fortitude and be a strength based attack that does not benefit from proficiency bonus... like bullrushing is, but moving them prone instead of 1 square back.