One thing that bugs a fair number of players is combat being attack, rinse and repeat. While I've added things to reduce that, where each round is a risk VS reward choice, not simply "attack".
Warriors have been given "combat tricks" to let them add more changes. But some of the more common flaws are things like disarming.
In disarming its often a pointless decision. Make a difficult attack roll to inconvenience the opponent as they draw another weapon (discounting special cases like a sword that makes its wielder invulnerable). The other option would seem to be to make disarming easier, but that that point it ends up where disarming becomes TOO common.
I've recently put in a change where a normal attack can be turned into a disarm AFTER the attack roll, but before the defense roll. This means the player has a bit more choice and tactical thought...is a 17 a high enough roll to risk an extra -5 to hit? Thus disarming can become a useful defensive opportunity, since at the very least it may neutralize this rounds attacks.
Not sure how I like the mechanic of changing the action after the roll thus far, but in this case it seems to be working out well.
The Medical Suite
8 hours ago