Disarm
Posted: 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.
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.