Disarm Stunt

Discuss our dark fantasy adventure tabletop roleplaying game based on BioWare's computer game, Dragon Age Origins.

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Postby PaintOnASign » Sat Dec 12, 2009 1:58 pm

I see your point. Although, we're assuming a lot on how things are gonna progress from this box set to the next. If anything, capping it at 6 seems like the best thing to do for me.

I still see an opposed check to be fairly sensible, although perhaps complicated. :P I just like the idea of the PC or NPC attempting to protect themselves from being disarmed.
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Postby Zapp » Sun Dec 13, 2009 1:41 am

Sure.

Btw, while Dragon Age tries to be fast and simple for the most part, curiously enough there is an opposed check built into one major subsystem: magic.

I was actually surprised to learn about the Spellpower mechanism - it felt slightly out of place in an otherwise streamlined simple game.

But if the game can have opposed rolls for magic, it certainly can have them for disarms (and other stunts that directly affect an opponent, like the "cause to fall prone" one).

My rules suggestion was more geared towards a quick and simple solution for those who like everything to remain pretty much as-is, except that the Disarm Stunt feels a tad too cheap for its effect.
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Postby discuit » Sun Dec 13, 2009 3:28 am

Zapp mate, may i ask you if you have actually played the game yet, as in with a group either as a gm or player? If so how may times? I only ask because i have a read a tonne of your house rules and am just curious if they stem from actuall play, or just a read through? This isn't a dig at you by the way, i just want perspective.
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Postby lordmalachdrim » Sun Dec 13, 2009 8:08 am

Zapp is known for making house rules. You should have seen the pages of them he had with WFRP 2.
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Postby Zapp » Mon Dec 14, 2009 1:51 am

Discuit, PM sent.

/Zapp
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Postby Jekias » Mon Dec 14, 2009 2:16 am

I'm leaning towards trying a TN10+Enemy Strength for enemies of an equal or higher level and automatic for enemies of lower level.

I'm prepping for my first session as a GM and this is what I'll try - I may need to tweak the concept but I feel Disarm as it stands now is too strong.
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Postby Ryngard » Mon Dec 14, 2009 3:46 am

Those "tons and tons of experts" that remark on "realistic" combat are usually full of themselves. I'm sorry but most are little nerdy kids who took a martial art class and think they are an expert. Its a heroic fantasy GAME. Who cares HOW realistic it is anyway.

Ok so the fact that Princess Bride has comedic elements negates it... lets see... you can see "high level" disarming in Willow, Lord of the Rings, King Arthur, any Asian martial arts movie, any episode of Buffy, Legend of the Seeker, Herc/Xena, hell even Stargate has its shares. The list continues...

You guys do what you want, I never implied that you couldn't. I just think that the FEWER house rules the better. Drives me nuts when we get a nice simple game and then boom, tons of house rules are added that bog it back down.

I dunno guys... maybe I'm lucky. My group doesn't do the same move over and over again. I never have that problem... good luck to you guys.
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Postby 77IM » Mon Dec 14, 2009 9:00 am

Jekias wrote:I'm leaning towards trying a TN10+Enemy Strength for enemies of an equal or higher level and automatic for enemies of lower level.

I'd reverse it: The victim of disarm gets a "save" of their Strength vs. TN 10+the attacker's Strength.

This spreads the checks around a little and makes it so that when a PC gets hit with Disarm they aren't just standing there like a lump.

-- 77IM
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Postby PaintOnASign » Mon Dec 14, 2009 12:10 pm

Ryngard wrote:Ok so the fact that Princess Bride has comedic elements negates it... lets see... you can see "high level" disarming in Willow, Lord of the Rings, King Arthur, any Asian martial arts movie, any episode of Buffy, Legend of the Seeker, Herc/Xena, hell even Stargate has its shares. The list continues...


To each his own, I always say. But really man, referencing "real" combat through movies was never ever ever the way to go. You even mentioned Buffy, Herc, and Xena. lol
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Postby Jekias » Mon Dec 14, 2009 1:13 pm

77IM wrote:
Jekias wrote:I'm leaning towards trying a TN10+Enemy Strength for enemies of an equal or higher level and automatic for enemies of lower level.

I'd reverse it: The victim of disarm gets a "save" of their Strength vs. TN 10+the attacker's Strength.

This spreads the checks around a little and makes it so that when a PC gets hit with Disarm they aren't just standing there like a lump.

-- 77IM


I think I like that better, dunno what I was thinking at the time >_>
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Postby Ryngard » Mon Dec 14, 2009 1:59 pm

PaintOnASign wrote:To each his own, I always say. But really man, referencing "real" combat through movies was never ever ever the way to go. You even mentioned Buffy, Herc, and Xena. lol


Its all the same... its all speculation. All I'm saying is in most MEDIA that we see fighting with melee weapons, you have numerous disarms.

No offense but NOBODY alive has FOUGHT in melee combat in the Middle Ages, NOR have they fought in a fantasy world. Its all conjecture and speculation.

Even Fencing, Kendo, etc you have disarms...

I still dont see what the big f'in deal is... whatever though.
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Postby Jekias » Tue Dec 15, 2009 1:40 am

At the end of the day who cares what method each GM uses? If they change the existing Stunt Points, include an opposed roll, make the stunt cost more, scale the stunt points etc etc

Ultimately the GM and the players will make a decision regardless of what others may think is the 'right' answer. Sure some people may like someone Else's idea enough to use it, but I don't think the discontent in this thread is necessary just because people agree to disagree etc.

Peace out.

PS Pie > You.
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Postby Saisei » Tue Dec 15, 2009 3:00 am

I haven't actually run the game yet (This weekend woo!) but upon reading the forums here I'll be on the look out for alot of these problems.

I think I might simply say that the first time you perform the stunt in combat it works outright. Any time after that the opponent or even those around who saw you disarm them would get the resisted check as mentioned above. People get wise to your tricks!
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Postby Ryngard » Tue Dec 15, 2009 5:02 am

Saisei wrote:I think I might simply say that the first time you perform the stunt in combat it works outright. Any time after that the opponent or even those around who saw you disarm them would get the resisted check as mentioned above. People get wise to your tricks!


THAT is a very good idea.
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Postby Bill » Wed Dec 16, 2009 7:26 pm

Jekias wrote:At the end of the day who cares what method each GM uses? If they change the existing Stunt Points, include an opposed roll, make the stunt cost more, scale the stunt points etc etc

Ultimately the GM and the players will make a decision regardless of what others may think is the 'right' answer. Sure some people may like someone Else's idea enough to use it, but I don't think the discontent in this thread is necessary just because people agree to disagree etc.

Peace out.

PS Pie > You.


The 'big deal' in my opinion, is how effectively a disarm stunt will allow one to win a fight. I think it is possible that one stunt could dominate enough to cause trouble. i'll find out soon.
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