Weakened grip effect on disarm Success should be higher


Skills, Feats, Equipment & Spells


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Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

Right now you only disarm an opponent if you critically succeed, which is hard. And if you succeed, they aren't disarmed, but you get a +2 to the next attempt made before their next turn.

Given that future attempts would be made with the multiple attack penalty, it feels like the bonus on success should at least match the MAP.

Disarm as it stands just feels a little too difficult to accomplish with no significant boon if you don't critically succeed.


I know a bit late, but I've been houseruling that success on disarm is:

"The target's weapon is unbalanced, causing them to take a -2 on all attack rolls with the weapon and the next successful disarm attempt is treated as a critical success instead. These penalties last until the start of your next turn or until the weapon is disarmed"


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A paladin tried Disarm in The Lost Star playtest and came to the same conclusion as SuperSheep. However, I have another idea similar to Alchemic_Genius' idea.

PF2 currently has the notion that a two-handed weapon held in one hand takes an Interact action to change the grip for an attack. How about a regular success on a Disarm attempt messing up the grip on the weapon, like Alchemic_Genius' "unbalanced", so that the opponent has to spend an actions restoring a good grip before he can attack with the weapon? That is a noticeable benefit, in that the opponent has one fewer action the next turn if he wants to attack with the weapon.


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I've previously suggested the "regrip to negate penalties" thing before as well.

I hadn't yet seen "...and the next successful disarm is treated as a critical success." Which might be language I could get behind.


I like the idea of regripping as well, it accomplishes the goal of making it harder to fight even if you dont totally toss the weapon away


You could do both and it might still be OK.

But I maintain the big problem with Disarm isn't really Disarm. Disarm is really strong in certain situations, which is about all you can hope for from a combat maneuver. The problem is MAP applying to combat maneuvers in the first place. I think if you change that, Disarm seems pretty OK. It is much harder to land than other maneuvers but also can much more drastically change the battle. And without MAP, all maneuvers become much more usable and feel closer to Demoralize.

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