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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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. A creature can be disarmed of any object they hold in their hand or keep on their person.
  
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. 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. You can even use your bare hands.
 
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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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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 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.
  
 
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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 weapon held. For example, a scythe has a +2 resistance bonus because one holds it with two hands.
 
 
The defending character will roll a Grip:
 
  
 
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{{Roll
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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 is dropped to the ground.
  
 
<nowiki>* </nowiki> As mentioned in the [[Grip]] skill, if the combatants have different Size scores, each should add its Size Muscle Bonus when attempting or defending against a Disarm.
 
<nowiki>* </nowiki> As mentioned in the [[Grip]] skill, if the combatants have different Size scores, each should add its Size Muscle Bonus when attempting or defending against a Disarm.
 
 
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.
 
  
 
{{ExamplePlay
 
{{ExamplePlay
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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 a Called Shot against the held object, 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 weapon 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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{{section|Using Damage|}}
 
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.
 
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.
  
 
[[Category:Combat]]
 
[[Category:Combat]]
 
[[Category:Rolls]]
 
[[Category:Rolls]]

Revision as of 14:21, 30 June 2019

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. A creature can be disarmed of any object they hold in their hand or keep on their person.

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 Equipment chapter. Some weapons, specifically those that are held with two hands, are better at resisting a Disarm and list a resistance bonus. You can even use your bare hands.

With Another Weapon

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 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 weapon 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 is dropped to the ground.

* As mentioned in the Grip skill, if the combatants have different Size scores, each should add its Size Muscle Bonus when attempting or defending against a Disarm.

Example
Josh's character Risp uses a whip to try to disarm an enemy who carries a scythe.
  • Josh's attack roll (with Called Shot penalties) 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 (darn!)

With Your Bare Hands

Disarming someone of an object without using a weapon works a little differently. As above, the attacking character makes a Called Shot against the held object, 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 weapon held. If the attacker's result is greater than the defender's result, the attacker snatches the object away from the defender.

Using Damage

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.