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5E: Whips?
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<blockquote data-quote="Thurmas" data-source="post: 7136638" data-attributes="member: 6866167"><p>I don't think the whip sucks, it seems to be exactly where it should be for damage compared to everything else. Compare it to any other Reach weapon, which have the 2 handed and Heavy properties and the 1d4 seems right on. Plus it gets finesse. </p><p></p><p>A feat for it would be nice, for some added utility. Mechanics for a disarm, or for a knocked prone. Maybe some kind of forced move action, where as you move they have to move an equal number of squares in the same direction. Word them similarly to grappling:</p><p></p><p>Disarm: When you want to disarm a creature, you can use the Attack action to make a special melee attack, a disarm. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them. The target of your disarm must be no more than one size larger than you, and it must be within your reach. Using your whip, you try to seize the target's weapon or object it is carrying (not worn) by making a disarm check, a Strength (Athletics) or Dexterity (Acrobatics) check (your choice) contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, the target is disarmed of the weapon or object, which lands at a point of your choice within your reach.</p><p></p><p>Trip: When you want to knock a creature prone with your whip, you can use the Attack action to make a special melee attack, a trip. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them. The target of your trip must be no more than one size larger than you, and it must be within your reach. Using your whip, you try to trip the target by making a trip check, a Strength (Athletics) or Dexterity (Acrobatics) check (your choice) contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, the target is knocked prone.</p><p></p><p>Pull: When you want to pull a creature toward you with your whip, you can use the Attack action to make a special melee attack, a pull. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them. The target of your pull must be no more than one size larger than you, and it must be within your reach. Using your whip, you try to pull the target by making a pull check, a Strength (Athletics) or Dexterity (Acrobatics) check (your choice) contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, the target is pulled toward you a distance equal to half your reach. If you use the move action during a pull, you can move the creature the same direction an equal number of feet to the distance you moved.</p><p></p><p></p><p>A simpler concept might just be to give a whip feat some superiority dice and a couple pertinent BM maneuvers. The only reason I didn't go that route is I don't think the abilities should add more damage, or even do damage at all.</p></blockquote><p></p>
[QUOTE="Thurmas, post: 7136638, member: 6866167"] I don't think the whip sucks, it seems to be exactly where it should be for damage compared to everything else. Compare it to any other Reach weapon, which have the 2 handed and Heavy properties and the 1d4 seems right on. Plus it gets finesse. A feat for it would be nice, for some added utility. Mechanics for a disarm, or for a knocked prone. Maybe some kind of forced move action, where as you move they have to move an equal number of squares in the same direction. Word them similarly to grappling: Disarm: When you want to disarm a creature, you can use the Attack action to make a special melee attack, a disarm. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them. The target of your disarm must be no more than one size larger than you, and it must be within your reach. Using your whip, you try to seize the target's weapon or object it is carrying (not worn) by making a disarm check, a Strength (Athletics) or Dexterity (Acrobatics) check (your choice) contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, the target is disarmed of the weapon or object, which lands at a point of your choice within your reach. Trip: When you want to knock a creature prone with your whip, you can use the Attack action to make a special melee attack, a trip. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them. The target of your trip must be no more than one size larger than you, and it must be within your reach. Using your whip, you try to trip the target by making a trip check, a Strength (Athletics) or Dexterity (Acrobatics) check (your choice) contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, the target is knocked prone. Pull: When you want to pull a creature toward you with your whip, you can use the Attack action to make a special melee attack, a pull. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them. The target of your pull must be no more than one size larger than you, and it must be within your reach. Using your whip, you try to pull the target by making a pull check, a Strength (Athletics) or Dexterity (Acrobatics) check (your choice) contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, the target is pulled toward you a distance equal to half your reach. If you use the move action during a pull, you can move the creature the same direction an equal number of feet to the distance you moved. A simpler concept might just be to give a whip feat some superiority dice and a couple pertinent BM maneuvers. The only reason I didn't go that route is I don't think the abilities should add more damage, or even do damage at all. [/QUOTE]
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