View previous topic :: View next topic |
Author |
Message |
Forceally Commodore
Joined: 20 Feb 2007 Posts: 1056
|
Posted: Mon Apr 12, 2021 10:37 am Post subject: Disarm in d6 |
|
|
According to Saga rules, when attempting to disarm a target, you do the following:
Make the attack roll.
Target makes a Reflex Defense roll with a +10 bonus. If the target is holding the weapon with two hands, you receive a -5 penalty to your attack roll.
In the REUP, there's a rule for disarming the target, but this applies to martial arts. I'm more interested in using a melee weapon or a lightsaber to disarm the target of a ranged or melee weapon. Do the same rules apply or no? If not, it seems simple to convert the Saga rule to d6 - your attack roll vs. the target dodge roll. But what about the bonus and penalty? Do they apply? I'm inclined to say yes for the penalty if the target is wielding the weapon with two hands, but I don't know about the bonus? And if the bonus and penalty do apply, what amount? The +10/-5, or do we use a d6 die code in their place.
One last thing I just thought of. What about cases where a weapon is being wielded by more than two hands, like a Besalisk wielding a weapon with three or four hands? I'd think the penalty would be much higher in this case, or can this really happen? Can a Besalisk or similarly multiarmed character wield a weapon with more than two hands? For bracing yourself to parry an attack, I think I can see that. Attacking? I think in this case, the extra arm(s) might be a hindrance. |
|
Back to top |
|
|
CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16272 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
|
Posted: Mon Apr 12, 2021 1:32 pm Post subject: |
|
|
From a gaming theory perspective, IMO, there should be a general rule allowing anyone to attempt this, but at high Difficulty (+10 modifier seems reasonable). Specialized training would then provide off-setting bonuses (+2D-3D) to offset. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
|
|
Back to top |
|
|
Forceally Commodore
Joined: 20 Feb 2007 Posts: 1056
|
Posted: Mon Apr 12, 2021 2:05 pm Post subject: |
|
|
Presumably you're okay with a -5 to the player's attempt at disarming an opponent who's wielding a weapon with two hands. So using those numbers would be okay, then. No point in making a d6 conversion. |
|
Back to top |
|
|
Raven Redstar Rear Admiral
Joined: 10 Mar 2009 Posts: 2648 Location: Salem, OR
|
Posted: Mon Apr 12, 2021 2:18 pm Post subject: |
|
|
I seem to recall some rules for disarming in OpenD6, I'll see if I can find the time today to dig them up. _________________ RR
________________________________________________________________ |
|
Back to top |
|
|
CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16272 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
|
Posted: Mon Apr 12, 2021 2:38 pm Post subject: |
|
|
Forceally wrote: | Presumably you're okay with a -5 to the player's attempt at disarming an opponent who's wielding a weapon with two hands. So using those numbers would be okay, then. No point in making a d6 conversion. |
Not ideal. D6 is based on a contest between a character’s skill level vs the difficulty of the intended task. IMO, it’s be more appropriate to modify the base Brawling / Melee Combat Difficulty by +5 or +10. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
|
|
Back to top |
|
|
Forceally Commodore
Joined: 20 Feb 2007 Posts: 1056
|
Posted: Mon Apr 12, 2021 3:02 pm Post subject: |
|
|
CRMcNeill wrote: | Forceally wrote: | Presumably you're okay with a -5 to the player's attempt at disarming an opponent who's wielding a weapon with two hands. So using those numbers would be okay, then. No point in making a d6 conversion. |
Not ideal. D6 is based on a contest between a character’s skill level vs the difficulty of the intended task. IMO, it’s be more appropriate to modify the base Brawling / Melee Combat Difficulty by +5 or +10. |
Wait a minute. My character makes a lightsaber roll to knock the target's vibrosword out of the hands. Target gets a +10 bonus to his dodge for the purpose of making certain he keeps the vibroblade in his hands. Target is holding the vibroblade with both hands. So instead of my attack roll getting a -5 penalty because of this, the difficulty to knock the vibroblade out of the target's hand goes up +5? Then what's the point of the +10 to the dodge? In this case, I say it's one or the other, not both. |
|
Back to top |
|
|
garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14152 Location: Reynoldsburg, Columbus, Ohio.
|
Posted: Mon Apr 12, 2021 3:20 pm Post subject: |
|
|
For me, if i go for a disarm its literally disarming them. CHOPPING THE ARM Off! _________________ Confucious sayeth, don't wash cat while drunk! |
|
Back to top |
|
|
CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16272 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
|
Posted: Mon Apr 12, 2021 3:20 pm Post subject: |
|
|
Not a +10 to Dodge; a +10 to the base Difficulty of Melee/Brawling for the specific action of Disarm. The defender can then either substitute their own Parry roll (normal reaction) or stack it (full reaction). Obviously some form of modifier should be applicable to the defender’s Parry; +10 works, but if you prefer a D code, then something in the +2D range works. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
|
|
Back to top |
|
|
Forceally Commodore
Joined: 20 Feb 2007 Posts: 1056
|
Posted: Mon Apr 12, 2021 3:31 pm Post subject: |
|
|
CRMcNeill wrote: | Not a +10 to Dodge; a +10 to the base Difficulty of Melee/Brawling for the specific action of Disarm. The defender can then either substitute their own Parry roll (normal reaction) or stack it (full reaction). Obviously some form of modifier should be applicable to the defender’s Parry; +10 works, but if you prefer a D code, then something in the +2D range works. |
So to disarm the target, my character must make a lightsaber roll against a Difficulty of Moderate +10, right?
The target can make a melee parry roll against my character's roll to keep ahold of the weapon. If the character is wielding the weapon with both hands, he receives a +5 bonus to the roll?
What about a blaster weapon? The target can't melee parry with a blaster weapon. So would dodge be enough to avoid having the blaster knocked out of the hands? |
|
Back to top |
|
|
CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16272 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
|
Posted: Mon Apr 12, 2021 4:11 pm Post subject: |
|
|
At that point, you get into the Called Shot rules for hitting targets smaller than Character-Scale. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
|
|
Back to top |
|
|
Raven Redstar Rear Admiral
Joined: 10 Mar 2009 Posts: 2648 Location: Salem, OR
|
Posted: Mon Apr 12, 2021 4:12 pm Post subject: |
|
|
Forceally wrote: | CRMcNeill wrote: | Forceally wrote: | Presumably you're okay with a -5 to the player's attempt at disarming an opponent who's wielding a weapon with two hands. So using those numbers would be okay, then. No point in making a d6 conversion. |
Not ideal. D6 is based on a contest between a character’s skill level vs the difficulty of the intended task. IMO, it’s be more appropriate to modify the base Brawling / Melee Combat Difficulty by +5 or +10. |
Wait a minute. My character makes a lightsaber roll to knock the target's vibrosword out of the hands. Target gets a +10 bonus to his dodge for the purpose of making certain he keeps the vibroblade in his hands. Target is holding the vibroblade with both hands. So instead of my attack roll getting a -5 penalty because of this, the difficulty to knock the vibroblade out of the target's hand goes up +5? Then what's the point of the +10 to the dodge? In this case, I say it's one or the other, not both. |
Lightsabers get a situational modifier when attacking someone with a vibroblade which would offset the penalty a bit. _________________ RR
________________________________________________________________ |
|
Back to top |
|
|
Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10397 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
|
Posted: Mon Apr 12, 2021 5:26 pm Post subject: |
|
|
garhkal wrote: | For me, if i go for a disarm its literally disarming them. CHOPPING THE ARM Off! |
Disarm. I LOLed.
Seriously, the lightsaber rules seem geared toward cutting through a non-lightsaber weapon/item being used to melee parry the lightsaber, not disarming an opponent. We do need rules for this. _________________ *
Site Map
Forum Guidelines
Registration/Log-In Help
The Rancor Pit Library
Star Wars D6 Damage |
|
Back to top |
|
|
Forceally Commodore
Joined: 20 Feb 2007 Posts: 1056
|
Posted: Mon Apr 12, 2021 7:45 pm Post subject: |
|
|
garhkal wrote: | For me, if i go for a disarm its literally disarming them. CHOPPING THE ARM Off! |
That's the Wookie definition for "disarm".
Wookie + lightsaber = OVERKILL!!! |
|
Back to top |
|
|
garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14152 Location: Reynoldsburg, Columbus, Ohio.
|
Posted: Mon Apr 12, 2021 11:15 pm Post subject: |
|
|
CRMcNeill wrote: | At that point, you get into the Called Shot rules for hitting targets smaller than Character-Scale. |
Shouldn't that be the case with disarming anyway? That you have the called shot rules, in play.. _________________ Confucious sayeth, don't wash cat while drunk! |
|
Back to top |
|
|
Forceally Commodore
Joined: 20 Feb 2007 Posts: 1056
|
Posted: Tue Apr 13, 2021 10:07 am Post subject: |
|
|
Whill wrote: | garhkal wrote: | For me, if i go for a disarm its literally disarming them. CHOPPING THE ARM Off! |
Disarm. I LOLed.
Seriously, the lightsaber rules seem geared toward cutting through a non-lightsaber weapon/item being used to melee parry the lightsaber, not disarming an opponent. We do need rules for this. |
I'm focusing on lightsabers because I'm trying to convert the Lightsaber Form powers from JATM to d6 for my Force Compendium work. One of the powers is disarming slash, and as the name suggests you can disarm your opponent with the power. That led me back to the Saga sourcebook to see the rules for disarming an opponent, hence the +10 bonus to Reflex.
Last edited by Forceally on Mon May 03, 2021 3:17 pm; edited 1 time in total |
|
Back to top |
|
|
|