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Trip with a whip
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<blockquote data-quote="RangerWickett" data-source="post: 2197503" data-attributes="member: 63"><p>I feel qualified to answer this question. I wrote <a href="http://www.rpgnow.com/product_info.php?products_id=3818&&src=EnWorld" target="_blank">the book</a> about whips.</p><p></p><p>By the core rules as written (cRAW), whips cannot be used to make attacks of opportunity. They are a melee weapon, but they do not threaten an area. What I think might have been happening was that the whip wielder had Improved Trip, so he got an extra attack if he successfully trips a person.</p><p></p><p>I'll see if I can point out what's wrong by the cRAW. First, assuming he did have Improved Trip, he could succeed a trip with the first whip, and get a bonus attack against that foe. That's fine. But being tripped does not provoke attacks of opportunities (even though I can understand the reasoning that might say it should). So the orc's cohort should not have been getting AoOs either.</p><p></p><p>Also, even if you have two weapons, you only get one Attack of Opportunity for each opportunity. F'rinstance, if I cast a spell, and I'm surrounded by Frodo, Drizzt, and a Marillith, each one gets only one attack of opportunity against me.</p><p></p><p>A smart min-maxed Orc would have at least a 22 Strength and Improved Trip, giving him a +10 bonus to trip attempts. By the rules in 3.5, if he failed to trip you, you should get to try to trip him back. I recall, however, that in 3.0, Improved Trip let you avoid being tripped if your attempt failed. Or possibly people just confused it with Improved Disarm, which keeps your foe from getting a disarm attempt against you.</p><p></p><p>By the cRAW, whips don't deal damage to armored people. Which honestly is silly, if you understand the physics of whips compared to the physics of other weapons. A whip can cut small lizards in half, and smash glass bottles with ease. True, it can't get through a plate of metal armor, but neither can a shuriken in real life. This is D&D, though, and we let people inflict injury with shuriken and scimitars against people in full plate, so I always house rule that whips can hurt creatures regardless of their armor.</p><p></p><p>Now, it's possible the guy was using optional rules. With the right feats from the whips book I wrote, you can threaten an area 15 feet around you with a whip, making the situation more viable. Of course, you have to be 11th level to pull that off, though.</p><p></p><p>What's really fun is a colossal giant with a whip that has a reach of at least 55 feet (the rules for whips and reach are a little fuzzy). It gets a +16 size bonus to trip checks, and it's strength is ridiculous. If you make a high-Dex giant with Combat Reflexes, it will keep people down all day. *grin*</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 2197503, member: 63"] I feel qualified to answer this question. I wrote [url=http://www.rpgnow.com/product_info.php?products_id=3818&&src=EnWorld]the book[/url] about whips. By the core rules as written (cRAW), whips cannot be used to make attacks of opportunity. They are a melee weapon, but they do not threaten an area. What I think might have been happening was that the whip wielder had Improved Trip, so he got an extra attack if he successfully trips a person. I'll see if I can point out what's wrong by the cRAW. First, assuming he did have Improved Trip, he could succeed a trip with the first whip, and get a bonus attack against that foe. That's fine. But being tripped does not provoke attacks of opportunities (even though I can understand the reasoning that might say it should). So the orc's cohort should not have been getting AoOs either. Also, even if you have two weapons, you only get one Attack of Opportunity for each opportunity. F'rinstance, if I cast a spell, and I'm surrounded by Frodo, Drizzt, and a Marillith, each one gets only one attack of opportunity against me. A smart min-maxed Orc would have at least a 22 Strength and Improved Trip, giving him a +10 bonus to trip attempts. By the rules in 3.5, if he failed to trip you, you should get to try to trip him back. I recall, however, that in 3.0, Improved Trip let you avoid being tripped if your attempt failed. Or possibly people just confused it with Improved Disarm, which keeps your foe from getting a disarm attempt against you. By the cRAW, whips don't deal damage to armored people. Which honestly is silly, if you understand the physics of whips compared to the physics of other weapons. A whip can cut small lizards in half, and smash glass bottles with ease. True, it can't get through a plate of metal armor, but neither can a shuriken in real life. This is D&D, though, and we let people inflict injury with shuriken and scimitars against people in full plate, so I always house rule that whips can hurt creatures regardless of their armor. Now, it's possible the guy was using optional rules. With the right feats from the whips book I wrote, you can threaten an area 15 feet around you with a whip, making the situation more viable. Of course, you have to be 11th level to pull that off, though. What's really fun is a colossal giant with a whip that has a reach of at least 55 feet (the rules for whips and reach are a little fuzzy). It gets a +16 size bonus to trip checks, and it's strength is ridiculous. If you make a high-Dex giant with Combat Reflexes, it will keep people down all day. *grin* [/QUOTE]
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