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Disarm in d6
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Whill
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PostPosted: Tue Apr 13, 2021 11:29 am    Post subject: Reply with quote

garhkal wrote:
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..

I use a called shot type of thing for range attacks to disarm (like shooting a blaster out of someone's hand).
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Forceally
Commodore
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Joined: 20 Feb 2007
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PostPosted: Tue Apr 13, 2021 1:11 pm    Post subject: Reply with quote

Whill wrote:
garhkal wrote:
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..

I use a called shot type of thing for range attacks to disarm (like shooting a blaster out of someone's hand).


More doable for long range attacks, like a blaster or sniper shot. Up close and personal for melee attacks...
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cheshire
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Joined: 04 Jan 2004
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PostPosted: Tue Apr 13, 2021 2:49 pm    Post subject: Reply with quote

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.


If this rule was to mimic an aspect of how disarming works in historical swordsmanship, CRM's really on the right track. For game balance reasons, I agree that the defender should have a bonus.
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CRMcNeill
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PostPosted: Thu Apr 15, 2021 12:17 am    Post subject: Reply with quote

cheshire wrote:
If this rule was to mimic an aspect of how disarming works in historical swordsmanship, CRM's really on the right track. For game balance reasons, I agree that the defender should have a bonus.

I suggested elsewhere taking a page from Open D6 and going with 1/2 of the Reaction skill value (generated in the same method as Strength Damage in Open D6).

So, say a character has 4D Melee Parry. For the purposes of this rule, they'd only get to roll 2D, which would then stack with whatever the Base Difficulty is.
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Whill
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PostPosted: Thu Apr 15, 2021 2:21 am    Post subject: Reply with quote

CRMcNeill wrote:
cheshire wrote:
If this rule was to mimic an aspect of how disarming works in historical swordsmanship, CRM's really on the right track. For game balance reasons, I agree that the defender should have a bonus.

I suggested elsewhere taking a page from Open D6 and going with 1/2 of the Reaction skill value (generated in the same method as Strength Damage in Open D6).

So, say a character has 4D Melee Parry. For the purposes of this rule, they'd only get to roll 2D, which would then stack with whatever the Base Difficulty is.

A friendly mechanical suggestion: Halving the roll is better than halving the skill dice to make the roll. Just sayin'.


EDIT: Added a left out letter in a misspelled word that changes the meaning of the statement.
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Last edited by Whill on Thu Apr 15, 2021 5:26 pm; edited 1 time in total
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Naaman
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PostPosted: Thu Apr 15, 2021 9:30 am    Post subject: Reply with quote

Whill wrote:

A friendly mechanical suggestion: Halving the roll is better than having the skill dice to make the roll. Just sayin'.


Trying to figure out if this is a play on words.... Laughing
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Whill
Dark Lord of the Jedi (Owner/Admin)


Joined: 14 Apr 2008
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Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy

PostPosted: Thu Apr 15, 2021 5:27 pm    Post subject: Reply with quote

Naaman wrote:
Whill wrote:

A friendly mechanical suggestion: Halving the roll is better than having the skill dice to make the roll. Just sayin'.


Trying to figure out if this is a play on words.... Laughing

Nope, I left out an "l" from my second intended use of the work "halving." I fixed it.
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