A Fighter or racial Fighter-type can attempt to disarm an opponent during melee combat provided his opponent’s weapon is wielded in one hand. To disarm, the Fighter must strike an Armor Class equal to half the weapon’s damage die (a dagger is AC 2, a mace is AC 3, and a long sword is AC 4, for example). If the attack is successful, his opponent must make a saving throw vs. wands or drop his weapon. The weapon falls to the ground 1d10 feet away from the combatants in a randomly determined direction. The opponent modifies his saving throw roll by his initiative modifier if applicable. If the opponent makes his saving throw, he retains hold of his weapon and is allowed to either make an immediate attack against the Fighter (even if he has already acted this round) or automatically wins initiative against the Fighter on the next round (referee’s choice).Not perfect, but easy to remember and implement the next time somebody wants to play Zorro.
Wednesday, March 30, 2011
Quick and Dirty Disarm Rule
This came to me the other day and I nearly forgot it. Rather than risk losing it to the mists of Time again, I’ll make a note of it here. Mayhaps you can get some use out of it.