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General Tabletop Discussion
D&D Older Editions
Multiple attacks with a 2-handed weapon? 3 or 3.5
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<blockquote data-quote="Wyvernhand" data-source="post: 6028939" data-attributes="member: 97681"><p>Nets are pretty simple. You throw a net just like you would throw a dagger or club. Proficiency is encouraged, but not required (-4 to hit). If you hit the foes touch AC, they gain the entangled condition, per the PHB. The rest of the rules are right there in the weapon description of the PHB. Getting out is done with a burst check, escape artist, or cutting your way out. Holding onto the end of the rope allows you to drag a foe, or at least keep then from hobbling away with your net, with opposed strength checks governing the success of the action. Being entangled gives a -2 penalty on attack rolls, meaning that netted foes are more likely to fail opposed sunder checks. Send your gnolls in pairs. One has a net, the other has a sundering weapon.</p><p></p><p>Whips in 3.5 are pretty worthless for anything other than tripping or disarming. They can't do damage to foes with decent armor, so they are only really good for beating up existing slaves rather than taking new ones. The best way to take a slave is simply to knock it out. Non-lethal damage stacks up and brings foes down just the same as lethal. One good non-lethal shot on top of a few lethal hits is just as likely to knock a foe out as the same amount of non-lethal hits barring super high damage attacks or lucky crits.</p></blockquote><p></p>
[QUOTE="Wyvernhand, post: 6028939, member: 97681"] Nets are pretty simple. You throw a net just like you would throw a dagger or club. Proficiency is encouraged, but not required (-4 to hit). If you hit the foes touch AC, they gain the entangled condition, per the PHB. The rest of the rules are right there in the weapon description of the PHB. Getting out is done with a burst check, escape artist, or cutting your way out. Holding onto the end of the rope allows you to drag a foe, or at least keep then from hobbling away with your net, with opposed strength checks governing the success of the action. Being entangled gives a -2 penalty on attack rolls, meaning that netted foes are more likely to fail opposed sunder checks. Send your gnolls in pairs. One has a net, the other has a sundering weapon. Whips in 3.5 are pretty worthless for anything other than tripping or disarming. They can't do damage to foes with decent armor, so they are only really good for beating up existing slaves rather than taking new ones. The best way to take a slave is simply to knock it out. Non-lethal damage stacks up and brings foes down just the same as lethal. One good non-lethal shot on top of a few lethal hits is just as likely to knock a foe out as the same amount of non-lethal hits barring super high damage attacks or lucky crits. [/QUOTE]
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Multiple attacks with a 2-handed weapon? 3 or 3.5
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