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Switch to Forum Live View Disarm, Trip, and Grapple
1 year ago  ::  Mar 18, 2012 - 10:17AM #1
Lawolf
Date Joined: May 4, 2008
Posts: 4,246
These abilities have been implemented in various forms throughout D&D but have always left me pondering one key detail. Why is it easier to perform one of these maneuvers than to just kill someone? While I am no expert, I have experienced enough swordplay to know that it is much easier to land a killing blow on someone than to accomplish one of these tasks. This becomes particularly problematic when you consider that HP does not represent health so a "hit" does not really connect with your opponent. Why is it easier to grab or trip someone than to actually hit them?
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1 year ago  ::  Mar 18, 2012 - 10:21AM #2
TheMormegil
Date Joined: Aug 19, 2007
Posts: 2,064
They are easier to do because if they are not, they are non-options. You don't go out of your way to disarm / grapple / trip if you can just kill in D&D, because 99% of the time it's just what you're gonna do anyway. It's the way the game is built, the expectation is to kill your target when you fight him.

So, in order to be options, these need to be easier to perform - otherwise they are not really options. I think the best way to handle these is to put them on top of other attacks (which deal normal damage) as encounter powers.
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1 year ago  ::  Mar 18, 2012 - 12:15PM #3
Salla
Date Joined: Apr 3, 2003
Posts: 23,524
I would question that these maneuvers were easier to perform than killing someone, given the complexity of the rules for doing so and the need for significant feat investment to be able to do it well.
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1 year ago  ::  Mar 19, 2012 - 5:57AM #4
mrpopstar
  • Dragon Slayer
Date Joined: May 22, 2003
Posts: 2,693
I miss these abilities, and I think that layering the effects on top of basic attacks as encounter capabilities (a la power strike) is a solid proposition.

As Salla mentioned, I don't agree that any of these maneuvers were "easy," but I agree that they were valid options that contributed to colorful combat.

I would be pleased if Fighters had a repertoire of special maneuvers at their disposal that amounted to more than just varying damage.
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1 year ago  ::  Mar 19, 2012 - 6:14AM #5
Garthanos
Date Joined: Jan 15, 2009
Posts: 17,702
Disarm is realistically more difficult than landing a disabling strike, but who wants to be limited by reality. In the movies when somebody is disarmed it serves some rather specific purposes.
  • One is demonstrating the subject is completely out classed or has been reduced to a point that they are already defeated for that reflavoring zero hit points and defeated is perfect or alternately the culmenating visualization of an Intimidate in 4e.
  • Another is to show how awesome and not dependent on his gadgets the hero is something which D&D hasnt made true for a long time.
  • Finally the third is as an maneuver interference a delay of game that is quickly undone... in 4e, a trick which disarms an enemy like various differing and temporary effects... 

Such as in this improvised effect for an attempt at using a fire power to heat/attack the enemies weapon... 

 
Each of the effects include the subject being unable to take opportunity attacks till next turn but vary by target.
  • drop the weapon and spend a minor to draw a new one during there next turn.
  • dives after the weapon (and be considered prone.)
  • grits his teeth and takes the normal damage burning his hands.(may be able to make an opportunity attack with a -2)
  • bobble the weapon and move after it 2 sq in random direction

DM might chose for some or roll randdomly and for a minion they likely just drop weapon and run like crazy or their weapon is turned to slag and they cower in incredible fear.


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1 year ago  ::  Mar 19, 2012 - 7:35AM #6
Paraxis
Date Joined: Jun 14, 2006
Posts: 148
Triping should be simple because the resluting effect is simple, going prone.  Grappling should be more complex since the result ties up another combatant.  Disarm if like trip only takes a move action and maybe grants an attack of opportunity to fix than should be as simple if on the otherhand it removes a weapon from combat for a long time it should be very hard to pull off.

Nothing in the game should ever be based in simulating reality it is not reality it should be rules for runing a balanced game and task difficulty based on task benifit.  When they make rules it should be about how those rules interact with each other and what is a viable option for the player.   
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7 months ago  ::  Nov 10, 2012 - 7:44PM #7
vamp70
Date Joined: Apr 19, 2009
Posts: 2
Disarm is broken rule... will get parties TPK..

example..  6 Kobold attack a PC.

1 Disarms the fighter..
the 5 other Kobolds have advantage against the poor , soon to be dead fighter...

thoughts?
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7 months ago  ::  Nov 10, 2012 - 7:58PM #8
LadyBlackwell
Date Joined: Oct 5, 2012
Posts: 226

Nov 10, 2012 -- 7:44PM, vamp70 wrote:

Disarm is broken rule... will get parties TPK..

example..  6 Kobold attack a PC.

1 Disarms the fighter..
the 5 other Kobolds have advantage against the poor , soon to be dead fighter...

thoughts?






Free action to draw a weapon.  Any fighter worth their salt is going to have multiple weapons.

The truth is, Trip, Disarm, and Grapple are largely useless.  Getting up from prone is only a 5' movement penalty, drawing a weapon is a free action, and doesn't do much to monsters or spellcasters, and grapple is only effective against other humans.  Monsters will likely have a naturally higher strength or dexterity than a PC.  Does grapple prevent casters from casting?

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7 months ago  ::  Nov 10, 2012 - 8:00PM #9
vamp70
Date Joined: Apr 19, 2009
Posts: 2
Not in D&D Next, Disarm you can take the weapon from someone, but I got one this wrong..
If i disarm someone , they have disadvantage..  liking the new system, so much quicker
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