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  • Locked gauntlets

    In PnP you can purchase gauntlets with small chains and braces that provide a +10 bonus to resist being disarmed when attached to your weapons. In PnP it costs 8 gold.

    Could something like this be added into Sundren?

    I'm thinking it could work similar to the armor equip timer, but only for 6 seconds to represent a round.
    James Arrow: Potion Vendor

  • #2
    [rant]
    Sometimes I hate DnD. Seriously.

    Do they come with an added 'Stab yourself in the face or body with a flailing weapon attached to your wrist' bonus or a -10 to save vs broken forearm?

    Yes, I know there are real world examples, but they don't prevent the disarm outright - unless you want a massive risk of rotational fractures and impairment of the ability to fight - but allow the weapon to be recovered effectively, in the case of cavalry where it's handy to help haul the blade back out of the person you've just cleaved, or to prevent it's total loss in the case of naval engagements.
    [/rant]

    It does sound like could be useful as an item, and much better than a complete immunity item. although I'd have no idea at all about if or how it could be implemented.

    If such an item could be created it would need downsides, +10 v disarm and -5 AB, or some other such scaling amount, or a much lower positive.

    Be nice to have a disarm that works against shields, rather than weapons, as well.
    It is the greatest of all mistakes to do nothing because you can only do a little - Do what you can.
    Sydney Smith.

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    • #3
      The negative is it takes a full round to equip/unequip a weapon, so if you need to switch a weapon or still manage to get disarmed, you're in bad shape.

      Also, it notes that the gauntleted hand can't be used for somatic spell components. It'd be cool if casters had to have a free hand to cast spells.
      Originally posted by Cornuto
      Glad everyone's being extra fucking ridiculous today.

      Comment


      • #4
        The fact that equipping is instant in nwn2, coupled with the lack of a necessary free hand takes away many of the drawbacks of the locked gauntlet.

        To be fair, from what I understood about locked gauntlets was that the chain was attached to the gauntlet at one end, and the sword at the other, so that if you were disarmed the weapon didn't go flying away, it merely dangled from the end of your gauntlet and was thus easily recoverable in the midst of battle.

        Aside from that meaningless tangent, I think a gauntlet type item that did this could be interesting, but would have to have nwn2 penalties like Doubt's mentioning of an attack penalty, since the real drawbacks simply cannot be represented in our current system.
        The poetry that comes from the squaring off between;
        and the circling is worth it, finding beauty in the dissonance.

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        • #5
          We have an armor equip timer. Why not a weapon equip timer whenever you have a gauntlet equipped?
          James Arrow: Potion Vendor

          Comment


          • #6
            I dont find disarm annoying, its when someone steals your weapon with imp~disarm that irks me! Especially if its another player
            Originally posted by roguethree
            If I had my way, clerics would have spell failure and a d6 hit die. And Favored Souls wouldn't exist.

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            • #7
              Personally I'd just prefer to see it modified slightly so that disarm knocks the weapon into back into the inventory, and imp.disarm just gives a size bonus ala imp.knockdown.

              Mundane items that circumvent the occasional fighter feat seem pretty pointless, unless we're going to use basic mundane items to circumvent other classes abilities as well.

              Speedo's of +10 vs death magic or something (they take an extra 6 seconds to equip, due to tightness of package).
              It is the greatest of all mistakes to do nothing because you can only do a little - Do what you can.
              Sydney Smith.

              Comment


              • #8
                Originally posted by Doubtful View Post
                Personally I'd just prefer to see it modified slightly so that disarm knocks the weapon into back into the inventory, and imp.disarm just gives a size bonus ala imp.knockdown.
                Definitely this. To Imp Disarm someone and steal their weapon is a dick move. Well, to steal someone's weapon and give it back to them some IC way (ransom, money, warning etc etc) is some RP fun.


                But taking said magical sword/axe/whatever and tossing it into the trash can? (Cilve is a 3x recipient of this award)


                Originally posted by ThePaganKing
                So, the roguethree bootlickers strike again.

                Comment


                • #9
                  Originally posted by Doubtful View Post
                  Personally I'd just prefer to see it modified slightly so that disarm knocks the weapon into back into the inventory, and imp.disarm just gives a size bonus ala imp.knockdown.

                  Mundane items that circumvent the occasional fighter feat seem pretty pointless, unless we're going to use basic mundane items to circumvent other classes abilities as well.

                  Speedo's of +10 vs death magic or something (they take an extra 6 seconds to equip, due to tightness of package).
                  So your considering the speedos then? I would also reccommend you add Spell immunity: Drown and Avasculate... It seems logical for swimwear
                  Originally posted by roguethree
                  If I had my way, clerics would have spell failure and a d6 hit die. And Favored Souls wouldn't exist.

                  Comment


                  • #10
                    Originally posted by Thief Of Navarre View Post
                    So your considering the speedos then? I would also reccommend you add Spell immunity: Drown and Avasculate... It seems logical for swimwear
                    Sounds fair enough to me...

                    We'll throw in a bottle of Baby Oil of Freedom of Movement (slick stuff, squick!)

                    But taking said magical sword/axe/whatever and tossing it into the trash can? (Cilve is a 3x recipent of this award)


                    Having had a bit of a think about this I'd say it's probably a pretty clear cut form of griefing (taking a weapon and destroying it, rather than attempting any RP at all to follow it up).

                    If it happens again to anyone, screenshot it, let me know who did it and I'll have a very a quick word with the person responsible.
                    It is the greatest of all mistakes to do nothing because you can only do a little - Do what you can.
                    Sydney Smith.

                    Comment


                    • #11
                      Originally posted by Doubtful View Post
                      Personally I'd just prefer to see it modified slightly so that disarm knocks the weapon into back into the inventory, and imp.disarm just gives a size bonus ala imp.knockdown.

                      This. I like this A LOT.

                      Get to work all you scriptors
                      Ursus Ahrahl: Vengeful Desert Warrior (http://www.sundren.org/wiki/index.php?title=Ursus_Ahrahl)
                      Zaphram Babblerocks: Silly Gnome Tinkerer
                      Ronon Darkholme: Eye and ear of the Night Watch of Kelemvor's Eternal Order (http://www.sundren.org/wiki/index.ph...onon_Darkholme)
                      Jakomyn Moriarty: Misunderstood Calishite mage (http://www.sundren.org/wiki/index.php?title=Jakomyn_Moriarty)
                      Turin Greyhold: Ex-mercenary paladin of Torm (http://www.sundren.org/wiki/index.ph...reyhold,_Turin)
                      Alexandros Pentacost: 1/2 Orc Cleric of the Red Knight
                      "Remember, Private..Friendly Fire is not a nice warm place you and your hippy buddies sit around at night toasting marshmallows and singing Kumbaya." --Me to one of my troops way back when

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                      • #12
                        My understanding is that Disarm is one of the hard-coded feat effects. It doesn't have a spell script associated with it in feat.2da, so I believe this is probably correct.

                        I believe it would be possible to replace it with a custom feat with the same name coded from scratch, like it appears Luck of Heroes has been. This is more time than altering a single script.

                        My understanding is that Disarm is a full action.

                        Assuming a custom Disarm causes the targeted PC's equipped weapon to be forced into inventory, hitting the quickslot and re-equipping the item is a free action, in addition to your usual attacks unarmed, now you are without your weapon. I am not sure how long equipping an item takes in combat, but from memory it doesn't take very long, and this is not easy or possible to alter.

                        If this was done I would consider adding a temporary debuff as well.

                        Comment


                        • #13
                          Originally posted by Intrepid42 View Post
                          My understanding is that Disarm is one of the hard-coded feat effects. It doesn't have a spell script associated with it in feat.2da, so I believe this is probably correct.

                          I believe it would be possible to replace it with a custom feat with the same name coded from scratch, like it appears Luck of Heroes has been. This is more time than altering a single script.

                          My understanding is that Disarm is a full action.

                          Assuming a custom Disarm causes the targeted PC's equipped weapon to be forced into inventory, hitting the quickslot and re-equipping the item is a free action, in addition to your usual attacks unarmed, now you are without your weapon. I am not sure how long equipping an item takes in combat, but from memory it doesn't take very long, and this is not easy or possible to alter.

                          If this was done I would consider adding a temporary debuff as well.
                          Correct more or less. It is also possible to hook some codepoints but that is beyond my expertise in programming. I agree that disarming is somewhat a problem, and it seems a lot more people take it now especially that we make all NPCs disarmable that can be.

                          If we had have kept it the other way I think this problem wouldn't have existed now... but that is evolution I guess. It's slow.
                          The very existence of flame-throwers proves that some time, somewhere, someone said to themselves, You know, I want to set those people over there on fire, but I'm just not close enough to get the job done.

                          George Carlin

                          Comment


                          • #14
                            As someone that uses disarm. The best defense is to simply not use your best weapon, or perhaps even an innately magical weapon at all in a fight when you're expecting disarmament. Let your disarming opponent waste their time and damaging attacks trying to disarm you, (provoking attacks of opportunity against themselves.) only to find that it was only a temporarily enchanted weapon (for you casters) or maybe just a mundane weapon that costs 10gp at the store. You can have tons of those on hand, negating the advantage the attack is trying to use against you. Sure, you're at a penalty to attack without your best weapon, but they also just wasted a feat (or two if they took improved.)

                            Think of ways to negate the feat's advantage without just slamming a nerf on it.

                            Comment


                            • #15
                              I also have a character that uses disarm, and unlike your medium base attack bonus monk that needs to spread her stat points everywhere, Jonathon is a weapon master with full BAB and a maxed strength.

                              I've never had a problem with disarming or being disarmed, I just don't understand all the hostility towards a little chain to keep your weapon from flying off into the bushes. I see it as a gun sling: simple, cheap and effective.

                              If this can't be implemented due to engine limitations that's one thing, and I totally understand. But it's not a broken item by any measure of the imagination. In addition to what roguethree mentioned you are also sacrificing a magic item slot. If you wear those nonmagical gauntlets you aren't wearing gauntlets of ogre strength, or those nifty magic 5/- gloves, greater gloves of whatever skill is most handy for your character, or anything else. All you have is a +10 versus disarm.

                              And good luck with that, because the disarm check is opposed attack rolls for the most part and if you aren't a full BAB class with a jacked strength you're still in for some trouble. And if it comes down to it I'll just chug a potion of True Strike for a +20 to my disarm check.
                              James Arrow: Potion Vendor

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