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-1

Introduce a set of actions which can be performed if a critical hit occurs, that players can perform instead of the additional damage. A good source of pre-balanced possibilities is the list of battlemaster maneuvers, as some of them occur when you hit with a weapon attack. Remove the extra damage and keep the effects. Disarming attack is among these ...


2

If you are attempting to disarm someone, you are not trying to hurt them. One approach is noting that being disarmed is a lot like being defeated. So when a player tries to do something that would defeat the foe if it succeeded, try this simple mechanic: First, if the action is telegraphed (the foe saw the player do it in the past), the attack has ...


3

Some excellent answers here, I only wanted to add a fun alternative, if you have the time and inclination for it: Having creative players can be fun at first, but as you rightly observed their actions can unbalance things too far in their favour and reduce the challenge. However, in a living world, there is no reason that enemies wouldn't have their own ...


33

Consider a house rule: Novel improvised actions are more effective, repeat improvised actions are less effective We've only played with this house rule for two weeks explicitly but it pretty well captures something that has been our convention for much longer. We've called it, "Show Me Something New". New Rule: Show Me Something New When a character uses ...


41

You have a few options: You could tell your player "If you want to disarm enemies, you need to be a Battlemaster (or take the Martial Adept feat) and use the Disarming Attack manuever." This is probably the simplest option - you stick to the rules in the PHB and if that doesn't work for your player, that's just too bad. You could allow the player to use ...


3

What happened is actually quite normal for a short range vs melee combat. Most melee weapons need to be engaged to work and your blaster pistol is optimum at short range, both PCs and all enemies have 1 free maneuver on their turn so the back and forth you describe happens a lot. The core combat system of EotE is mean tot be quick and simplistic because ...


3

Absolutely, it's possible, and can lead to good role play. I play a Battlemaster that uses this maneuver regularly in just the way you describe. She is a veteran of many wars, and a seasoned commander. When the party is out adventuring, she makes a point of every morning (after a long rest) to tell a "war story" or anecdote that is relevant to whatever ...


8

Firstly, it is worth noting that (as Eidolon notes) temporary hitpoints do not stack (pg.198 PHB). That is to say, if you have 10 temporary hp, and gain 12, you now have 12, NOT 22. Technically yes With that in mind, as per this question, all actions that can be used in combat, can be used outside of combat. Combat is not special in that regard - it is ...


1

The actual maneuver indicates: Pushing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attackā€™s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 ...


14

The key here is whether the "special attack" requires the attack action or just a melee or weapon attack. An opportunity attack is a melee attack. It is not an attack action. Therefore, special attacks which require an attack action cannot replace it, whereas special attacks which require only a melee attack can. No for Grapple and Shove From Sage ...


2

Yes, no and no. A Disarming Attack requires a Battlemaster manoeuvre and a weapon attack that hits so the Opportunity attack qualifies. Grapple says "... use the Attack action ..." and Shoving says "Using the Attack action ..."; an opportunity attack uses your reaction, not your action and specifically not an Attack action.


23

Grabbing it is easy but... It is easy to grab it back on their next turn, but you could also grab the weapon as your free object interaction (maybe even on the turn you disarm them!), assuming you have a hand free. Separate them from it You could also knock them away with another action (like bull rush) or a spell (like Thunderwave) if you can't grab it, ...



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