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[FROSTBURN] The Ritiik -- Too Good?

ForceUser said:
Ogre double moves, closing the distance.
What do you mean by closing the distance? Adjacent squares? Obviously not, right? ;)

ForceUser said:
PC barbarian charges, incurring AoO.
Oops, charging an ogre? I guess it's on the Barbarian Combat Flow Chart, but still... ;)

ForceUser said:
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.
A very close opposed trip. 2 difference is not much and two successes by the PC at this point would automatically disarm the ogre, with the PC still finishing up his charge attack.

ForceUser said:
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.
That's reasonable. The PC made an unfortunate, very bad choice at the beginning of combat. The PC had no special abilities or feats to bypass the reach of the ogre. He did not recognize the weapon, otherwise he would realize it was not a good idea to charge (or maybe he did and tried anyway, but then we can blame him). Note that the PC can stand, take a step towards the ogre, and whack him.

As Artoomis asks, what in the world were the other PCs doing? Please, if you are about to say "same thing" don't tell us. :p
 

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Artoomis said:
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.
Yeah...okay. Now that I've given you guys the bare bones of the situation, and since you're asking, I'll flesh it out.

First off, I screwed up using the ritiik in two ways (sorry, guys!) One, I thought that they were reach weapons, like longspears, so the ogres had a 15' reach. Oops. Two, I forgot that once the wielder of the ritiik failed the trip attempt, he had to drop the weapon or risk being tripped himself. This came up once. Double oops. In compensation, I gave the group bonus XP for the encounter.

Second, I knew it was going to be a tougher-than-normal encounter for them for three reasons--nobody in the party specializes in ranged weapons, arcane casters had to make DC 15 + spell level Concentration checks to cast spells while in the locale, and the spellwarped ogres had spell resistance. Also, the party had just lost one of its two melee characters in a previous fight with some, er, spellwarped polar bears (the spellwarped penguin swarm didn't get anyone, sigh).

At the time of the encounter, the party composition was this.

aelfborn* bard 7
human abjurer 3/cleric 3/mystic theurge 1
human barbarian 4/variant ranger 3
human cleric 7
human rogue 3/wizard 4

*Homebrew half-elf variant.

So--technically only one front-ranker, the barbarian/ranger. No archers. No big nukers. The encounter with three CR 4 spellwarped ogres armed with longspear-like ritiiks didn't exactly play to their strengths. Luckily for them, the bard pulled off a glitterdust spell that blinded two of the creatures fairly early in the fight. Even so, the barbarian and cleric both got tooled by the viscious cycle of AoO/trip-attack-AoO.

I thought it was going to be a fun encounter, but most of the players seemed pretty frustrated. Not, they claimed, with me, but with the ogres' weapons.

I dunno, maybe they are whining a bit. :p
 
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Infiniti2000 said:
What do you mean by closing the distance? Adjacent squares? Obviously not, right? ;)
Double moving to be within 20 feet of the PCs. Then encounter began at a distance of about 100 feet.

Infiniti2000 said:
Oops, charging an ogre? I guess it's on the Barbarian Combat Flow Chart, but still... ;)
LOL

Infiniti2000 said:
A very close opposed trip. 2 difference is not much and two successes by the PC at this point would automatically disarm the ogre, with the PC still finishing up his charge attack.
I agree. I was wondering, though, if I was supposed to apply the ogres' +4 size bonus for being Large creatures to the trip checks. I erred on the side of being nice to the PCs and didn't include it since I didn't want to slow the flow of the combat.
 

ForceUser said:
One, I thought that they were reach weapons, like longspears, so the ogres had a 15' reach.
An ogre with a longspear would have 20ft reach and be able to attack at 15ft and 20ft (and arguably at 5ft, but don't ask if you're not aware of that little gem).
ForceUser said:
(the spellwarped penguin swarm didn't get anyone, sigh).
Okay, now you're just yanking our chains. :lol:
 

Infiniti2000 said:
An ogre with a longspear would have 20ft reach and be able to attack at 15ft and 20ft (and arguably at 5ft, but don't ask if you're not aware of that little gem).
Well. I guess they were just "special."

Infiniti2000 said:
Okay, now you're just yanking our chains. :lol:
Technically, it was five spellwarped penguin swarms, and the bard nearly died. It's such a serious campaign; I wanted to inject some comedy. :p
 

I can only think of this:
The Penguin said:
My dear penguins, we stand upon a great threshold! It's alright to be scared; most of you won't be coming back. But, thanks to Batman, the time has come to punish ALL of God's children! 1st, 2nd, 3rd AND 4th-born! Why be biased? Male and female! Hell, the sexes are equal with their erogenous zones BLOWN SKY HIGH! FORWARD MARCH! THE LIBERATION OF GOTHAM HAS BEGUN!
:D
 

Infiniti2000 said:
An ogre with a longspear would have 20ft reach and be able to attack at 15ft and 20ft (and arguably at 5ft, but don't ask if you're not aware of that little gem).

Longspear?

I know there's argument that an ogre with a spiked chain threatens 5', 15', and 20', but not 10'.

I didn't think there was any debate about a longspear:
A typical Large character wielding a reach weapon of the appropriate size can attack a creature 15 or 20 feet away, but not adjacent creatures or creatures up to 10 feet away.

-Hyp.
 

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.

Actually, it's at least as good as Improved Trip in most situations. The problem with Improved Trip is that it offers three opportunities to do no damage and consequently ends up seriously reducing a characters's damage output. The Ritiil does damage more reliably but trips less reliably. That's often a good trade since it removes a number of the calculations from using Imp Trip. (There's no need to say, "I may well put him down in one hit; there's no point in tripping him" for instance.) That is doubly true from the standpoint of an NPC who can pretty much be guaranteed not to face any of the "trying to trip this is a really really bad idea" situations that might make the Ritiil's inability to forgo the trip attempt a weakness. After all, most PCs aren't exceptionally strong large or huge quadrapeds.

Furthermore, the Ritiil is an option for anyone that has no prerequisites. Improved Trip is the second feat in a chain with an Int 13 prereq. (And it's kinda tough to come by a 13 Int if you're a monster like an orc or an ogre).

Math follows on the damage sacrifice of Improved Trip and the tripping sacrifice of the Ritiil

Improved Trip:
1. Touch Attack--relatively easy, but still at least a 5% chance of failure. If this fails, the attack deals no damage.
2. Trip check--in most cases, characters will be lucky to get a 75% chance of success on this (though ogres and other large creatures can get more of an advantage). If this fails, the attack deals no damage. (And you may be tripped in turn).
3. An ordinary attack roll against the opponent's prone AC. If this fails, obviously, the attack deals no damage.

If you have a 90% chance of success on the touch attack and a 50% chance of success on the normal attack, and a 75% chance of success on the trip, you end up with a 47% chance of dealing damage. While that seems pretty good, it represents about a seven point advantage in trip check scores--rather like a 22 strength character with Improved Trip trying to trip an ordinary 16 str character or an enlarged character with improved trip trying to trip your typical orc fighter.

Against more evenly matched foes--a fighter with Improved Trip against an equal strength fighter without it, for instance, the success on the trip is likely to vary between 50 and 66%. In a 66% trip success rate, with a 95% touch attack success, what would otherwise be a 75% chance of doing damage goes down to a 59.7% chance of doing damage.

Against a foe who is otherwise easy to hit--say a 95% touch attack chance and an ordinary 85% chance to hit--the odds of dealing damage stay at about 60% even though the chance of hitting on the normal attack went up to 85%.

And, against a foe with a good touch AC (let's say 85% chance to hit touch and a 65% chance to deal damage normally--a typical rogue, monk, or wizard with a +4 armor bonus), the 85% chance to hit, 66% chance to trip and 85% chance to hit on the follow-up add up to only a 61.4% chance to do damage.

By displacing the trip check to after the normal attack, the Ritiik enables characters to engage in the highly advantageous tripping game without much sacrifice of their damage dealing ability. (You end up with slightly less chance of tripping your foe but no reduction in the amount of damage you're likely to deal).

Running the math on the previous examples, the 90% touch AC/75% trip/50% normal AC situation resulted in a 67.5% chance of a successful trip with Improved Trip and a 47% chance of doing damage.

With the Ritiik, the character has a 50% chance of doing damage and, assuming a 20% success rate on the reflex save (reasonable since saves vs. damage dealt are pretty notoriously difficult to make) but only a 30% chance of tripping the enemy.

The second 75% chance to hit, 66% chance to trip, and 95% chance on the touch attack, the Ritill yields damage 75% of the time and a trip 39.6% of the time. (vs. a 62.7% chance of tripping with Imp Trip).

On the final example: 65% chance to hit, 66% chance to trip, and 85% touch attack, the Ritill yields damage 65% of the time, and a trip 34% of the time. (Vs. a 56% chance to trip with Imp Trip).

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.
 


Elder-Basilisk said:
Actually, it's at least as good as Improved Trip in most situations.
I disagree. In fact, I don't agree with most (if any) of your examples because you are not taking into account the touch AC vs full AC, the penalties for being prone, the bonus for having Improved Trip, the reflex save (totally ignored), or the penalty for not being proficient with the exotic weapon.
 

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