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I was looking at the Disarm maneuver, because I remember its Success effect being not great in the Playtest. I noticed that it does grant a -2 penalty to attack now, which sounds nice on the surface... but then I noticed that it (like the bonus to additional Disarm checks) seems to only apply until the start of the target's turn. This is great if you're fighting something like a Paladin or some Fighters, where they can get a lot of Reactions they can use to hit things, but it seems like most of the time this penalty is going to be wearing off right when it actually becomes useful. And I'm just curious, is this intended? Because it seems to make Disarm still not very useful unless you can reliably crit-succeed it (which is not an easy state to reach I don't believe).
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What I might say is it requires an action to regrip his weapon and until then he has a -2 attack penalty and further Disarm attempts get a +2 circumstance bonus. So he may not entirely be disarmed, but it does at least take 1 of his actions for the next round to remove the penalties.
That seems like a good way to handle it
Disarm is meant to be shabby, unless you critical succeed.
Giving the Debuff a higher duration, outside of the player's turn, is madness. Like to have to expend 1 action to grip the weapon.
What you are looking for is the prepared action with disarm.
Wait with shield raise and prepare a disarm at the beginning of the enemy turn.
If you critically succeed, good
If you just succeed, for his whole turn the enemy will have -2 on his attacks.