Question about picking up your weapon from the floor.

By Fart Head, in Star Wars: Edge of the Empire RPG

Lets say a NPC gets a triumph on a successful attack and forces you to drop your ranged weapon that you are wielding, Would it require a maneuver or a skill check to pick it back up and attack?

Maneuver, definitely. Probably two actually; one to move (within short range) to the weapon, one to pick it up. No skill check required unless you gotta jump down to it or climb up to it, or use the Force or something :)

Maneuver, definitely. Probably two actually; one to move (within short range) to the weapon, one to pick it up. No skill check required unless you gotta jump down to it or climb up to it, or use the Force or something :)

Most disarms are not going to send the weapon beyond Engaged range.

Maneuver, definitely. Probably two actually; one to move (within short range) to the weapon, one to pick it up. No skill check required unless you gotta jump down to it or climb up to it, or use the Force or something :)

Most disarms are not going to send the weapon beyond Engaged range.

YMMV. Does the rulebook have anything to say about what happens once a character gets disarmed? For such a high Advantage/Threat cost (usually around 3), just dropping it at Engaged range and only requiring a maneuver to pick it back up is very underpowered. A disarm should knock the weapon out of the character's immediate reach.

Three advantage to cost your opponent a Maneuver is about right. If he has Quick Draw and another weapon, you've cost him nothing. This comes up often in numerous RPGs and is one of the reasons that disarming is so seldom done in RPGs. At least here, it's something that adds to the attack rather than being an entire action of its own.

I would also like to point out that moving from short to engaged to an inanimate object or a friendly ally does not cost a maneuver.

Moving from short to engage an enemy takes a maneuver because it assumes you closing the distance at a careful pace.

I would also like to point out that moving from short to engaged to an inanimate object or a friendly ally does not cost a maneuver.

Moving from short to engage an enemy takes a maneuver because it assumes you closing the distance at a careful pace.

Good point. Perhaps, then, simply moving out of cover to retrieve a dropped weapon.

Of course, I prefer to have weapons drop down bottomless shafts without guard rails. But a set of stairs/a conveyor belt will do in a pinch.

Three advantage to cost your opponent a Maneuver is about right. If he has Quick Draw and another weapon, you've cost him nothing. This comes up often in numerous RPGs and is one of the reasons that disarming is so seldom done in RPGs. At least here, it's something that adds to the attack rather than being an entire action of its own.

Disarm is useless in a lot of RPGs, but that doesn't mean it has to be in THIS game. We make it cost 2 maneuvers, 1 to locate & 1 to retrieve. Otherwise for 3 advantage I'll just damage the weapon for a penalty for the rest of the encounter or longer.

I would houserule that quickdraw doesnt apply to picking items up off the ground, thats just stupid. I think spending 2 maneuvers (straining yourself) sounds about right for a the cost of a disarm

I would houserule that quickdraw doesnt apply to picking items up off the ground, thats just stupid. I think spending 2 maneuvers (straining yourself) sounds about right for a the cost of a disarm

No house rule required. Quick draw applies to "drawing" an item, not picking it up.

A vibro-axe is not exactly the same as using a lightsaber weapon, weight and balance wise, trying to do a successful kick while holding onto a two handed axe weapon that is ENC 4(which is 3 less than a 2 brawn can carry) isnt going to be easy. Its your game though. I know I would have a problem trying to even headbut someone while using a weapon that size/weight.

Edited by syrath

A vibro-axe is not exactly the same as using a lightsaber weapon, weight and balance wise, trying to do a successful kick while holding onto a two handed axe weapon that is ENC 4(which is 3 less than a 2 brawn can carry) isnt going to be easy. Its your game though. I know I would have a problem trying to even headbut someone while using a weapon that size/weight.

This looks like it should be in another thread...

A vibro-axe is not exactly the same as using a lightsaber weapon, weight and balance wise, trying to do a successful kick while holding onto a two handed axe weapon that is ENC 4(which is 3 less than a 2 brawn can carry) isnt going to be easy. Its your game though. I know I would have a problem trying to even headbut someone while using a weapon that size/weight.

:)

But in response, yes, I'd either upgrade the difficulty or just make the Brawl check "Inferior." Generates an automatic Threat and so on.

Oops, the force is weak in this one, Im ill at the moment, im suffering from amixamathreads

I would also like to point out that moving from short to engaged to an inanimate object or a friendly ally does not cost a maneuver.

Moving from short to engage an enemy takes a maneuver because it assumes you closing the distance at a careful pace.

But still, moving within two different positions at short range from each other cost 1 maneuver, right?

I would also like to point out that moving from short to engaged to an inanimate object or a friendly ally does not cost a maneuver.

Moving from short to engage an enemy takes a maneuver because it assumes you closing the distance at a careful pace.

But still, moving within two different positions at short range from each other cost 1 maneuver, right?

Yes moving within your range band always costs a maneuver. So if you do as some GMs do where the weapon flies from your grasp a short distance away, you will need to move (spend a maneuver) to collect it (spend your second maneuver). If it lands at your feet, no movement is required, just a maneuver to interact with it.

Not sure where the short to engaged with an inanimate object rule comes from but I haven't read the core book in such fine detail.

As I read the RAW, it's 2 maneuvers:

1st maneuver to disengage, 2nd maneuver to pick up the item.

Disengaging is described as:

"...represents the effort of backing away and avoiding his opponent's attacks." (CRB, Page 203)

And therefor is a "must maneuver" to perform before picking up a dropped item.

Edit: My original reply is in a melee combat situation. after reading the OP again, I realized that he is referring to a ranged weapon being dropped. in a ranged combat situation I would say that the 2 maneuver represent:

1st maneuver for the dropping prone and picking up the weapon in one move, 2nd maneuver for standing up.

Edited by Major Mouse

Edit: My original reply is in a melee combat situation. after reading the OP again, I realized that he is referring to a ranged weapon being dropped. in a ranged combat situation I would say that the 2 maneuver represent:

1st maneuver for the dropping prone and picking up the weapon in one move, 2nd maneuver for standing up.

I don't think that making someone drop prone to pick something up off of the ground is a good call. IRL, I don't think I've ever dropped prone to pick something up unless it rolled under a piece of furniture.

Edit: My original reply is in a melee combat situation. after reading the OP again, I realized that he is referring to a ranged weapon being dropped. in a ranged combat situation I would say that the 2 maneuver represent:

1st maneuver for the dropping prone and picking up the weapon in one move, 2nd maneuver for standing up.

I don't think that making someone drop prone to pick something up off of the ground is a good call. IRL, I don't think I've ever dropped prone to pick something up unless it rolled under a piece of furniture.

As any other aspect of this game dropping prone can be a lot more than simply "laying on the ground", it can be:

1. standing on all four and hiding behind something.

2. taking a knee while aiming, using a peace of equipment or picking an item up.

3. any other "silhouette-decreasing" maneuver.

I would also like to point out that moving from short to engaged to an inanimate object or a friendly ally does not cost a maneuver.

Moving from short to engage an enemy takes a maneuver because it assumes you closing the distance at a careful pace.

But still, moving within two different positions at short range from each other cost 1 maneuver, right?

Yes moving within your range band always costs a maneuver. So if you do as some GMs do where the weapon flies from your grasp a short distance away, you will need to move (spend a maneuver) to collect it (spend your second maneuver). If it lands at your feet, no movement is required, just a maneuver to interact with it.

Not sure where the short to engaged with an inanimate object rule comes from but I haven't read the core book in such fine detail.

At this point you would need to define "Range band", mainly because the range bands are relative. The range is defined as the distance between the acting character and the target of his or her action. In this case, the disarmed character and the character's weapon. If the unattended weapon is within short range of the disarmed individual, by RAW it would not cost you a maneuver to move to it. Picking it up would.

I forgot about the original context of the question about the disarmed individual being in melee.

Edited by kaosoe

As a GM, I'd say that if the disarm was done with Advantages, then it's just a maneuver to pick it back up as per the "Interact with the Environment" maneuver option, as the object itself would be within a meter or two at most, and thus not needing an excessive amount of time to go get it. This of course bears in mind that a combat round is generally assumed to be around a minute vs. a the handful of seconds that most other systems use.

However, if the disarm arm was done with a Triumph, then I'd have the disarmed guy have to spend two maneuvers; one to move to where it landed, the other to then pick it back up. Frankly, a Triumph should be used to allow something cool, and knocking a blaster out of the bad guy's hand in such a way as to send it clattering several meters away is simply cool.

Had a couple players do that once: one spent a Triumph to send a disarmed blaster flying up in an arc toward another player character, who spent a maneuver to "catch it" out of the air, turned around, and blasted another mook.

Edited by awayputurwpn

Had a couple players do that once: one spent a Triumph to send a disarmed blaster flying up in an arc toward another player character, who spent a maneuver to "catch it" out of the air, turned around, and blasted another mook.

This is what this game is about. It makes me wish I wasn't always the GM.

I'd go with two Maneuvers, one to get to it, one to pick it up, even if it somehow just dropped at their feet. A disarm isn't just letting go of an object and watching it fall at your feet, it's getting it knocked/wrenched from your hand and you're going to have to react to that, which includes looking around (however briefly) to find where it went before you can get it. Plus mechanically Disarming should keep the disarmed from being able to use the weapon or object for at least a round, otherwise whats the point? I'd certainly allow the disarmed to spend Strain for that second Maneuver rather than their Action, which would allow them to use the weapon in the same round because it would have a cost to it (the heroic leap to the gun and firing just in the nick of time...). This makes sense to me.

Edited by FuriousGreg