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[FROSTBURN] The Ritiik -- Too Good?

ForceUser

Explorer
QUALIFIER: I use the weapon group proficiency feat variant from Unearthed Arcana for all my PCs, NPCs, and weapon-using monsters.

On Saturday, my group experienced the ritiik exotic weapon from Frostburn for the first time, and they were extremely frustrated with it. In a far northern land of icy tundra, they fought a band of variant ogres wielding giant-sized ritiiks (which, in the course of everyday life, the ogres used to catch seals, walruses, and whales).

The ritiik, for the uninitiated, is a spearlike weapon with an additional hooklike blade protruding from the base of the spearhead. Upon scoring a hit, the wielder can choose to use it to make a trip attempt as part of the attack. The DC to avoid the trip attempt is 10 + the damage dealt. Failure means that the wielder of the ritiik can then attempt a trip, and if he fails his attempt, he can drop the ritiik to avoid being tripped himself. There's more to the weapon, but this is the relevant part.

Okay. So take one of those, throw it in the hands of a Large creature with reach and a 26 Strength, and you've got a problem for melee characters who lacks skills and feats such as Tumble and Spring Attack. Each time the melee characters attempted to close, they incurred attacks of opportunity from the ogres, who upon scoring a hit, would use the ritiik to trip them and arrest the PCs' movements at the edge of the ogres' threat range. Naturally, the ogres would then take their attacks of opportunity when the melee PCs stood up, essentially gaining an extra attack over the course of a single initiative cycle (the way it worked out was like this--PC goes before ogre, moves in to attack, provoking an AoO from an ogre. On the ogre's action he attacks the prone PC, who must then incur another AoO when he stands up on his following action. Brutal, really.) This occurred multiple times over the course of the encounter, to the extreme frustration of the PCs, in part because at their level ogres are such chumps. (As an aside, the party had an additional problem with landing spells on the ogres--the creatures had the spellwarped template and the group was in an area of wild magic, requiring Concentration checks for each arcane spell they attempted to cast.)

The encounter, as you can imagine, was meant to be surprisingly challenging, but not overwhlemingly so, and that's about how it played out. The players, however, were more frustrated at the impediments to their ability to down the ogres than they were surprised at the ogres' combat prowess resiliency.

So, my question is this--have you had any experiences of your own with this weapon, good or bad? Also, do you think that the ritiik is too good in the hands of a giant? My players uninanimously called it a bull:):):):) weapon. These guys are DMs themselves and are not prone to whining or hyperbole, though granted, it was a frustrating encounter all the way around and some of that might have been leaking through to their assessment of the weapon.
 

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A weapon that gives a free trip attempt and alters the rules on how the DC is figured out is wrong. I'd change the DC to use normal trip rules.
 


I don't think the weapon is too bad. Keep in mind that it's not a free trip attempt but a free attempt at a free trip attempt. If the victim makes the reflex save then no trip attempt is possible. The weapons deals 1d8/x3 damage, which is equivalent to other non-exotic weapons (e.g. battleaxe). (Of course, in this case, it would be Large, but so would the battleaxe.) Granting a free attempt at making a free trip attempt is, IMO, actually slightly underpowered as a feat (exotic weapon proficiency).

I don't think that using weapon groups makes this more or less powerful. You just stumbled upon an excellent combination that glaringly exposed all the weaknesses in your party. Chalk it up to a lessen learned for everyone involved. :)
 

I am not sure what the 'group proficiency' is so I will ignore it for now.

I also do not know the all of the weapons abilities are, but I'll make a few assumptions ;)


First off, it sounds like an exotic weapon and so would take a feat.

On a successful hit you get to make a free trip attempt, very similar to improved trip, with a DC of 10 + damage dealt.

If the trip attempt is unsuccessful it sounds like the person that was hit can try to countertrip (although your wording sounds like something different, so let me know if I am incorrect here) and if the countertrip is successful the weilder of the weapon can drop it to avoid this effect.

A normal trip attempt works off of opposing strength checks + special modifiers.

d20+str modifier+size modifier.

I assume that the weapon is a one handed throwing weapon that also works as a melee weapon.

So, on a successful hit you put up a DC of 10+damage instead of d20+8(str)+4(size).

So long as the average damage of the weapon is greater than 4 then the ritiik is better.

If the weapon has no other special abilities and has a short throwing range and its damage is lower than normal for a weapon of its normal type and it takes a feat to use I think one could make an arguement for it being all right.

Changing the rules for the trip kindof suck, especially with the various ways to increase damage which are easy whereas there are fewer ways to increase the trip modifier. Likely it would be more appropriate to make it 5+damage dealt or simply damage dealt or to just leave the mechanic alone.

Did I miss anything?

Note also that tripping someone while they are getting up doesnt prevent them from getting up as far as I can tell from the rules, so that should help some, although it wont prevent the (likely) pretty hefty damage associated with it.

Being resistant to spells is just adding to the brutality..lol

Would these guys have been about the same with a normal reach weapon that can trip and the 'hold the line' feat instead of the feat used to get this exotic weapon?
 

ForceUser said:
Each time the melee characters attempted to close, they incurred attacks of opportunity from the ogres, who upon scoring a hit, would use the ritiik to trip them and arrest the PCs' movements at the edge of the ogres' threat range.
Okay, so to leave the character tripped, (1) the ogre needs to hit, (2) the character needs to fail his reflex save, and (3) the ogre needs to successfully trip the character. Note that on #3, the character could possibly tear the weapon out of the ogre's hands. This is not as good as improved trip IMO, specifically because the attack occurs first.

ForceUser said:
Naturally, the ogres would then take their attacks of opportunity when the melee PCs stood up, essentially gaining an extra attack over the course of a single initiative cycle...
The ogres would only do that if they had combat reflexes. Instead, what would happen is that the characters would move in, provoke an AoO, get tripped, and then stand up. Unless the ogre had combat reflexes, he could not take the second AoO. Then, the next character would move in unmolested. I don't know if you've furthered modified the ogres, but ogres by default have a Dex of 8, making combat reflexes an extremely poor choice for a feat and worthless for this scenario.
 

Scion said:
I am not sure what the 'group proficiency' is so I will ignore it for now.
Check out the alternate rules, recently released under the OGL.

Scion said:
On a successful hit you get to make a free trip attempt, very similar to improved trip, with a DC of 10 + damage dealt.
...
Did I miss anything?
Yup, it's not similar to improved trip. Read my post above for further clarification. :)
 

Infiniti2000 said:
Yup, it's not similar to improved trip. Read my post above for further clarification.

So you have to hit, then they have to fail a reflex save (I guess that is what the DC above was for?), then they make a trip, and I suppose they could also attempt a counter trip?

It sounds like the biggest problem was the spell resistance problem and the party not being able to deal with reach properly and not the weapon per se.
 

Infiniti2000 said:
Okay, so to leave the character tripped, (1) the ogre needs to hit, (2) the character needs to fail his reflex save, and (3) the ogre needs to successfully trip the character. Note that on #3, the character could possibly tear the weapon out of the ogre's hands. This is not as good as improved trip IMO, specifically because the attack occurs first.

The ogres would only do that if they had combat reflexes. Instead, what would happen is that the characters would move in, provoke an AoO, get tripped, and then stand up. Unless the ogre had combat reflexes, he could not take the second AoO. Then, the next character would move in unmolested. I don't know if you've furthered modified the ogres, but ogres by default have a Dex of 8, making combat reflexes an extremely poor choice for a feat and worthless for this scenario.
Actually, Combat Reflexes isn't necessary. Let me try to illustrate using a sequential model.

Round One
Ogre double moves, closing the distance.
PC barbarian charges, incurring AoO.
Ogre scores a hit on the AoO, dealing 17 damage with his large ritiik. Ogre attempts to trip as part of the attack.
PC barbarian fails the DC 27 Reflex save to avoid the trip attempt.
Ogre attempts to trip at +7 (26 Str). PC resists at +5 (21 Str, raging). PC fails, ogre trips PC, who falls prone 10' from ogre.

Round Two
Ogre attacks prone PC.
PC stands, incurring ogre's AoO (ogre cannot attempts to trip again until the PC is standing).

That's how it played out.
 

ForceUser said:
Actually, Combat Reflexes isn't necessary. Let me try to illustrate using a sequential model.

Round One
Ogre double moves, closing the distance.
PC barbarian charges, incurring AoO.
Ogre scores a hit on the AoO, dealing 17 damage with his large ritiik. Ogre attempts to trip as part of the attack.
PC barbarian fails the DC 27 Reflex save to avoid the trip attempt.
Ogre attempts to trip at +7 (26 Str). PC resists at +5 (21 Str, raging). PC fails, ogre trips PC, who falls prone 10' from ogre.

Round Two
Ogre attacks prone PC.
PC stands, incurring ogre's AoO (ogre cannot attempts to trip again until the PC is standing).

That's how it played out.

Okay, fine, but what about:

Round One
...
trips PC, who falls prone 10' from ogre.
Other PCs charge in - Ogre has already used up his AoO.

Why did that not happen? It really sounds like bad tactics to me.

Anyway - cool encounter. Baddies who are usually pretty routine and easy opponents should occasionaly turn out to be a real pain in the rear to fight.
 

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