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5E: Whips?
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<blockquote data-quote="Saeviomagy" data-source="post: 6509070" data-attributes="member: 5890"><p>Advantage is great, and granting it all the time with a specific weapon, even on restricted maneuvers is too good.</p><p></p><p>I just don't see a whip actually being able to immobilize someone at a distance.</p><p></p><p>I find this one odd, because wild animals don't have a reason to fear a whip.</p><p></p><p>Again, seems far too good to hand out advantage all the time in a wide range of circumstances. Literally every adventurer should have a whip in this case.</p><ul> <li data-xf-list-type="ul"><br /> No other feat outright increases weapon damage, and all the ones that do so indirectly seem to be problematic, so this seems like a bad idea.<br /> <br /> This one makes sense, but no to advantage.<br /> <br /> Shouldn't need a feat to do the first part. What happens when you roll 10? The bonus is too good.<br /> <br /> Sensible and in line with an existing feat.<br /> <br /> Whips aren't lightsabres and I just can't imagine where this is coming from.<br /> <br /> Ridiculously good for a sub bonus from a feat, and thematically bizarre. You can't do this with a sword or a hammer, but you can do it with a whip?<br /> <br /> There is no disadvantage for using a whip on adjacent foes. Making your whip longer via a feat seems silly, especially for (level) rounds per day.<br /> <br /> I think several weapons need the ability to pull instead of or as well as push foes (basically anything with odd protrusions and reach), the whip would be restricted to pulling.<br /> <br /> I think the feat for the whip would give a bonus action disarm/pull, the ability to treat a whip as a light weapon, and some sort of reaction ability (create disadvantage, like the shield style?) OR +1 to str or dex</li> </ul></blockquote><p></p>
[QUOTE="Saeviomagy, post: 6509070, member: 5890"] Advantage is great, and granting it all the time with a specific weapon, even on restricted maneuvers is too good. I just don't see a whip actually being able to immobilize someone at a distance. I find this one odd, because wild animals don't have a reason to fear a whip. Again, seems far too good to hand out advantage all the time in a wide range of circumstances. Literally every adventurer should have a whip in this case. [LIST] No other feat outright increases weapon damage, and all the ones that do so indirectly seem to be problematic, so this seems like a bad idea. This one makes sense, but no to advantage. Shouldn't need a feat to do the first part. What happens when you roll 10? The bonus is too good. Sensible and in line with an existing feat. Whips aren't lightsabres and I just can't imagine where this is coming from. Ridiculously good for a sub bonus from a feat, and thematically bizarre. You can't do this with a sword or a hammer, but you can do it with a whip? There is no disadvantage for using a whip on adjacent foes. Making your whip longer via a feat seems silly, especially for (level) rounds per day. I think several weapons need the ability to pull instead of or as well as push foes (basically anything with odd protrusions and reach), the whip would be restricted to pulling. I think the feat for the whip would give a bonus action disarm/pull, the ability to treat a whip as a light weapon, and some sort of reaction ability (create disadvantage, like the shield style?) OR +1 to str or dex[/list] [/QUOTE]
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