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- This topic has 2 replies, 3 voices, and was last updated 12 years, 1 month ago by Anonymous.
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- March 13, 2014 at 12:49 am #150899AnonymousInactive
I don’t know if this is better for an errata or some other mechanism, but do we need to visit the discussion on the penalty to attack to disarm? I know john wanted to primarily be a trip/disarm fighter….does a -6 to hit discourage that too much? I know trip/disarm were way too powerful in 3.0/3.5, but have we gone too much the other way? I don’t necessarily have that answer, or an opinion, but I know we hVe very few people attempting those techniques.
March 13, 2014 at 12:56 am #258762AnonymousInactiveThis is along the lines of grappling too. I feel grappling was slowed down, but the speed of grapple being the same speed to escape one, means that most casters can be put into a grapple lock, preventing them from casting.
I don’t know what the answer here should be, I definitely know that disarming and tripping should be harder than hitting one’s avoidance, or even their highest defense.
March 13, 2014 at 1:03 am #258764AnonymousInactiveI feel the ‘simple combat maneuvers’ are fine as is, but the Martial Techniques that improve on them are very subpar.
Trip Foe:
– PROS: No Free Strike, Reduces Simple Maneuver by Speed 1 / Recovery 1
– CONS: Advanced maneuver, No damageThe talent would be improved if it became Base after say +9 Melee Ranks and added either a push or some damage.
Disarm Foe:
– PROS: No Free Strike
– CONS: Advanced maneuver, no damage, (only) Reduces Simple Maneuver Speed by 1The talent would be improved if it became Base after say +9 Melee Ranks and added a provision for knocking the weapon into a chosen square within 5′ of the target, or reduced recovery by 1 more.
John
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