Difference between revisions of "Disarm"

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You can try to smack or grab the weapon out of someone's hand. This obviously only works on manufactured weapons, and not those that are part of an opponent's body. For instance, working a sword out of someone's grasp can be done, but relieving an angry bear of its claws is unlikely.
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Instead of a [[Called Shot]] to the hand, you can try to smack or grab the weapon out of someone's grasp without damage. You can only disarm a combatant of held weapons and not those that are part of the body. For instance, working a sword out of someone's grip can be done, but you can't relieve an angry bear of its claws in this manner. The held object doesn't need to be a weapon — combatants can be disarmed of any objects they hold in hand.
  
Any weapon can be used to disarm a defender, even ranged weaponry. Some weapons are better at disarming than others. A whip or chain is well-suited to this task; weapons such as these list a bonus in the [[Book:Equipment|Equipment]] chapter. Some weapons, specifically those that are held with two hands, are better at resisting a disarm and list a resistance bonus.
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Any weapon can be used to disarm a defender, even ranged weaponry or your bare hands. Some weapons are better at disarming than others. A whip or chain is well-suited to this task; weapons such as these list a bonus in the [[Book:Equipment|Equipment]] chapter. Some weapons, specifically those that are held with two hands, are better at resisting a Disarm and list a resistance bonus.
 
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An attacking character must make a [[Called Shot]] against the weapon, therefore taking a penalty of −2. Ranged weaponry incurs a penalty of −5 due to the extreme difficulty of hitting the other weapon at a distance. The defender makes an [[Evasion Roll]] as usual. If successful, the attacker rolls a Disarm Attempt instead of a [[Damage Roll]]. The defender, in place of a [[Guard Roll]], makes a [[Grip]] check to hold on.
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{{section|With Another Weapon|}}
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First, the attacking character makes an [[Attack Roll]]. Targeting an opponent's possession is difficult, so this imposes a −2 penalty to the Attack Roll. Ranged weaponry incurs a penalty of −5 due to the extreme difficulty of hitting the held object at a distance. The defender makes an [[Evasion Roll]] as usual. If the attacker succeeds, he rolls a Disarm Attempt. This is a Thievery check plus any Disarm bonus granted by the weapon used. For example, a whip has a +3 bonus to Disarm.
  
 
{{Roll
 
{{Roll
 
|caption=Disarm Attempt
 
|caption=Disarm Attempt
 
|bonus1=[[Agility|AGI]]
 
|bonus1=[[Agility|AGI]]
|bonus2=[[Thievery]]
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|bonus2=[[Thievery]]*
 
|bonus3=Weapon's disarm bonus
 
|bonus3=Weapon's disarm bonus
 
}}
 
}}
  
For example, a whip has a +3 disarm bonus. Some weapons actually incur a penalty when used to disarm.
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The defender then tries to hold on. This is a Grip check plus any Disarm resistance bonus granted by the object held. For example, a scythe has a +2 resistance bonus because one holds it with two hands.
 
 
The defending character will roll a Grip:
 
  
 
{{Roll
 
{{Roll
 
|caption=Defend against a Disarm
 
|caption=Defend against a Disarm
 
|bonus1=[[Muscle|MUS]]
 
|bonus1=[[Muscle|MUS]]
|bonus2=[[Grip]]
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|bonus2=[[Grip]]*
 
|bonus3=Weapon's disarm resistance bonus
 
|bonus3=Weapon's disarm resistance bonus
 
}}
 
}}
  
For example, a scythe has a +2 resistance bonus because one holds it with two hands.
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If the attacker's result is greater than the defender's result, the defender's weapon falls to the ground.
  
If the attacker's result is greater than the defender's result, the defender's weapon is dropped to the ground. If the attacker is using the Hand-to-Hand skill, he can opt to grab the weapon away instead of it falling.
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Disarm Attempts between creatures of different Size favor the larger creature. In a Disarm Attempt, the larger creature gains a +4 bonus for each point of Size difference. Thus, if a firnoy attempts to Disarm a kulgeri, the kulgeri receives a +8 bonus to his Grip check to resist the Disarm. If a kulgeri attempts to Disarm a firnoy, the kulgeri receives a +8 bonus to his Thievery check.
  
 
{{ExamplePlay
 
{{ExamplePlay
 
|when=Josh's character Risp uses a whip to try to disarm an enemy who carries a scythe.
 
|when=Josh's character Risp uses a whip to try to disarm an enemy who carries a scythe.
|action1=Josh's attack roll (with Called Shot penalties) is 22
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|action1=Josh's Attack Roll (with penalty) is 22
 
|action2=The enemy's Dodge result is 20
 
|action2=The enemy's Dodge result is 20
 
|action3=Josh's Thievery result is a 15
 
|action3=Josh's Thievery result is a 15
 
|action4=The enemy's Grip result is a 21
 
|action4=The enemy's Grip result is a 21
|result=The enemy keeps his scythe (darn!)
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|result=The enemy keeps his scythe (''damn it!'')
 
}}
 
}}
  
Instead of a Disarm attempt, it may be easier to make a Called Shot to the hand (a −5 penalty), in the hopes that doing so will cause the defender to drop the weapon being held. Upon a successful Called Shot to the hand, the defending character must make a Grip check against a DL of 10 + any damage dealt or drop the weapon. Upon sufficient damage, the GM may rule that the defender's hand is severed clean at the wrist, and the weapon and hand fall in gruesome fashion.
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{{section|With Your Bare Hands|}}
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Disarming someone of an object without using a weapon works a little differently. As above, the attacking character makes an Attack Roll at a −2 penalty, and the defender makes an Evasion Roll. If the attacker succeeds, he simply rolls a Grip check. Hand-to-hand does not grant any bonus to Disarm.
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The defender makes their own Grip check plus any Disarm resistance bonus granted by the object held. If the attacker's result is greater than the defender's result, the attacker snatches the object away from the defender.
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Using your bare hands also allows you to try to snatch objects ''worn'' by the defender instead of just held, such as something in a pocket or pouch.
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Similar to the previous section, barehanded Disarm Attempts between combatants of different Size favor the larger creature. The larger one receives a +4 bonus to the opposed Grip check for each point of Size difference.
  
[[Category:Combat]]
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[[Category:Combat Tactics]]
 
[[Category:Rolls]]
 
[[Category:Rolls]]

Latest revision as of 03:24, 12 March 2022

Instead of a Called Shot to the hand, you can try to smack or grab the weapon out of someone's grasp without damage. You can only disarm a combatant of held weapons and not those that are part of the body. For instance, working a sword out of someone's grip can be done, but you can't relieve an angry bear of its claws in this manner. The held object doesn't need to be a weapon — combatants can be disarmed of any objects they hold in hand.

Any weapon can be used to disarm a defender, even ranged weaponry or your bare hands. Some weapons are better at disarming than others. A whip or chain is well-suited to this task; weapons such as these list a bonus in the Equipment chapter. Some weapons, specifically those that are held with two hands, are better at resisting a Disarm and list a resistance bonus.

With Another Weapon

First, the attacking character makes an Attack Roll. Targeting an opponent's possession is difficult, so this imposes a −2 penalty to the Attack Roll. Ranged weaponry incurs a penalty of −5 due to the extreme difficulty of hitting the held object at a distance. The defender makes an Evasion Roll as usual. If the attacker succeeds, he rolls a Disarm Attempt. This is a Thievery check plus any Disarm bonus granted by the weapon used. For example, a whip has a +3 bonus to Disarm.

Disarm Attempt
d10 + AGI + Thievery* + Weapon's disarm bonus

The defender then tries to hold on. This is a Grip check plus any Disarm resistance bonus granted by the object held. For example, a scythe has a +2 resistance bonus because one holds it with two hands.

Defend against a Disarm
d10 + MUS + Grip* + Weapon's disarm resistance bonus

If the attacker's result is greater than the defender's result, the defender's weapon falls to the ground.

Disarm Attempts between creatures of different Size favor the larger creature. In a Disarm Attempt, the larger creature gains a +4 bonus for each point of Size difference. Thus, if a firnoy attempts to Disarm a kulgeri, the kulgeri receives a +8 bonus to his Grip check to resist the Disarm. If a kulgeri attempts to Disarm a firnoy, the kulgeri receives a +8 bonus to his Thievery check.

Example
Josh's character Risp uses a whip to try to disarm an enemy who carries a scythe.
  • Josh's Attack Roll (with penalty) is 22
  • The enemy's Dodge result is 20
  • Josh's Thievery result is a 15
  • The enemy's Grip result is a 21
The enemy keeps his scythe (damn it!)

With Your Bare Hands

Disarming someone of an object without using a weapon works a little differently. As above, the attacking character makes an Attack Roll at a −2 penalty, and the defender makes an Evasion Roll. If the attacker succeeds, he simply rolls a Grip check. Hand-to-hand does not grant any bonus to Disarm.

The defender makes their own Grip check plus any Disarm resistance bonus granted by the object held. If the attacker's result is greater than the defender's result, the attacker snatches the object away from the defender.

Using your bare hands also allows you to try to snatch objects worn by the defender instead of just held, such as something in a pocket or pouch.

Similar to the previous section, barehanded Disarm Attempts between combatants of different Size favor the larger creature. The larger one receives a +4 bonus to the opposed Grip check for each point of Size difference.