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Disarm
Posted: Sat Jun 15, 2013 4:24 am
by Kinni
Why is it that when a PC disarms and MOB, the MOB's weapon goes to their inventory instead of the ground? This allows the MOB to wield their weapon once more without an attack of opportunity.
However, when an MOB disarms a PC, the weapon falls to the ground and the PC must pick it up and then wield, thus providing a chance for the MOB to attack and the player to loose a round of attack.
I think the disarm where the weapon falls to the ground is appropriate for PC and MOB.
Re: Disarm
Posted: Sat Jun 15, 2013 7:47 am
by Casamir
I think this slows the glut of weapons that would otherwise build up in a room from constant disarming?
Re: Disarm
Posted: Sat Jun 15, 2013 8:24 am
by Nylo
I'm not sure how easy it'd be to code, but a solution would be to have the repop code also purge the room of the items spawned on mobs. This would take care of the mess, without risking player items.
Re: Disarm
Posted: Sat Jun 15, 2013 2:51 pm
by Tamryn
This is why I've basically never used disarm since I got it; you lose a round to disarm, and the mob gets an attack of opportunity, and then they instantly rearm themselves the next round. It would be nice if it worked a bit more usefully.
I don't think clutter would be a problem, as the mob would pick up the existing weapon, and the same thing happens once the corpse decays anyway.
Re: Disarm
Posted: Sat Jun 15, 2013 7:45 pm
by Nylo
Except that a lot of mobiles will purge their inventory on death, to prevent buildup like this. That brings up another possible problem, that of unique weapons which shouldn't ever drop, e.g. the duke of Daggerford's sword. You could intercept the disarm command, but that's an awful lot of programs to write/modify.
Re: Disarm
Posted: Sat Jun 15, 2013 8:58 pm
by Alitar
Except that a lot of mobiles will purge their inventory on death, to prevent buildup like this. That brings up another possible problem, that of unique weapons which shouldn't ever drop, e.g. the duke of Daggerford's sword. You could intercept the disarm command, but that's an awful lot of programs to write/modify.
Was thinking exactly this. There are a lot of mob-used weapons that PCs were simply never intended to be able to get.
Re: Disarm
Posted: Mon Jun 17, 2013 12:51 pm
by Rhangalas
It seems like a stop-gap to keep PCs from disarming mobiles and then grabbing the fallen weapon from the ground, but I could be wrong.
Could be kind of cool if disarm sometimes had the chance of removing the mobiles weapon and placing it in your PCs inventory, provided you have a free hand and you are skilled enough. Maybe it could be a perk of the improved disarm feat.
EDIT: In the case of weapons that shouldn't be obtainable for whatever reason, perhaps the mobiles in question could be just be immune to disarm. For RP purposes we can chalk it up to them having the old "iron grip feat" that was taken out.
Re: Disarm
Posted: Mon Jun 17, 2013 10:28 pm
by Nylo
By SRD, you can't transfer a disarmed weapon into your inventory unless you're using an unarmed strike, currently not implemented. I wouldn't want to see it in other cases, personally. As I mentioned above, you can make mobiles immune, but it requires an intercept program to be written for each mobile. While it wouldn't take much time to type it up, it'd be an immense task to find each special mobile like that and insert the code.