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Just postin' some ideas. - plus, discussion of whips!
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<blockquote data-quote="Kahuna Burger" data-source="post: 1381199" data-attributes="member: 8439"><p>heh, if you want to buy a whip, I suggest you go to that one frighteningly oversexual woman in the comp sc class who talks casually about safewords and ask to borrow her's... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f631.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":eek:" title="Eek! :eek:" data-smilie="9"data-shortname=":eek:" /> ok, maybe there were only multiples of that girl in my college... and a nice guy who braided his own and sold them at the fetish flea market... man I miss college.</p><p></p><p>ehem, anyway....</p><p></p><p>One issue I have with whips is their placement as an axotic weapon. My overall impression is that the simple/artial/exotic divisions really don't have much to do with ease of use, but rather availability. Almost all of the simple weapons are either picking up sticks and stones or modified farming implements and such. I mean, to you think a sickle with the curved blade or for the love of dog a scyth is actually easier to pick up and use than a shortsword for someone who has never handled either? But they are tools a non martially trained individual from a semi historial european setting would be comfortable using, so they're simple. By that logic, whips should also be simple - they were invented as a tool, not a weapon, after all. I've never seen whats "all that" about them that they need exotic for ballance (and would rather add the all that features as an improved whip style feat if they could be pointed out), and while they may not be intuitive to use, a sling isn't either. </p><p></p><p>Other than that, I like the fact that they aren't so much for dealing damage as a very long hand. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> I'd like to see some feats to increase the bonuses for tripping and disarming using a whip, as well as ranged "pickpocketing" and setting off traps and such. I wouldn't choose a whip to deal damage with, I'd choose it for the oppertunities to think around things. A list of DCs and skill uses for the kind of cinematic whip stunts we know and love from indiana jones would be a nice addition.</p><p></p><p>Kahuna burger</p></blockquote><p></p>
[QUOTE="Kahuna Burger, post: 1381199, member: 8439"] heh, if you want to buy a whip, I suggest you go to that one frighteningly oversexual woman in the comp sc class who talks casually about safewords and ask to borrow her's... :eek: ok, maybe there were only multiples of that girl in my college... and a nice guy who braided his own and sold them at the fetish flea market... man I miss college. ehem, anyway.... One issue I have with whips is their placement as an axotic weapon. My overall impression is that the simple/artial/exotic divisions really don't have much to do with ease of use, but rather availability. Almost all of the simple weapons are either picking up sticks and stones or modified farming implements and such. I mean, to you think a sickle with the curved blade or for the love of dog a scyth is actually easier to pick up and use than a shortsword for someone who has never handled either? But they are tools a non martially trained individual from a semi historial european setting would be comfortable using, so they're simple. By that logic, whips should also be simple - they were invented as a tool, not a weapon, after all. I've never seen whats "all that" about them that they need exotic for ballance (and would rather add the all that features as an improved whip style feat if they could be pointed out), and while they may not be intuitive to use, a sling isn't either. Other than that, I like the fact that they aren't so much for dealing damage as a very long hand. ;) I'd like to see some feats to increase the bonuses for tripping and disarming using a whip, as well as ranged "pickpocketing" and setting off traps and such. I wouldn't choose a whip to deal damage with, I'd choose it for the oppertunities to think around things. A list of DCs and skill uses for the kind of cinematic whip stunts we know and love from indiana jones would be a nice addition. Kahuna burger [/QUOTE]
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