The rules are already written.

Mighty Deeds of Arms

Warriors and Dwarves in Dungeon Crawl Classics declare a Deed before rolling to attack: trip, disarm, blind, press to a wall, whatever the moment demands. The mechanic is spare. Roll the attack. If it connects and the Deed die shows 3 or higher, the Deed lands. The Deed die itself (scaling from d3 up through d10 and beyond as the character advances) sets the magnitude of the result.

What the rule does not include is the part everyone imports from other systems. There is no saving throw for the target. There is no opposed roll, no contested Strength check, no reflex dodge. The player’s single attack roll and Deed die carry the whole thing. Adding a save is not a house ruling; it is a second resolution the book never asks for, and it slows the one subsystem DCC deliberately kept fast.

Rule consistency here is cheap and worth banking. Decide once that a hit plus a 3-or-better Deed die resolves the Deed, and the table stops relitigating every disarm.

At the table: Warrior declares a disarm, hits AC, and the Deed die comes up 4. The sword is gone. Do not ask the orc for a save.

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