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General Tabletop Discussion
*Dungeons & Dragons
Whip House Rule proposal
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<blockquote data-quote="Sir Brennen" data-source="post: 7155122" data-attributes="member: 553"><p>Continuing my thoughts from previous post:</p><p></p><p>How about, to reduce complications of being grappled, we make the movement limiting property only apply to opportunity attacks (reactions) and the effect only lasting a round. </p><p></p><p style="margin-left: 20px"><strong>Whip.</strong> Instead of making a normal weapon attack, you may opt to hinder the movement of the target of your attack. </p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">First, 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. This attack deals no damage. The target of your trip must be no more than one size larger than you, and it must be within your reach. Make a weapon attack, contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use.) The target has advantage on this check if it has more than two legs. If you win the contest, the target falls prone.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Second, when you use your reaction to make an opportunity attack against a target about to leave your reach, you may attempt to stop it by wrapping the end of your whip around it. This attack deals no damage. The target must be no more than one size larger than you. Make a weapon attack, contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use.) If you win the contest, the target cannot leave your reach until the start of its next turn. The target may use its action to attack the whip (AC 10). 5 points of slashing damage will free it, allowing it to use any remaining movement it has this turn.</p><p></p><p>Suggestions for DM improvisational rulings for trips and roping: If the target wins with a critical success, the whip is pulled out of your grasp to the target's space. On a critical success for the whip wielder, the whip also does damage to the target. Allow an exception for the opportunity attack option when someone falls past you, potentially saving them.</p></blockquote><p></p>
[QUOTE="Sir Brennen, post: 7155122, member: 553"] Continuing my thoughts from previous post: How about, to reduce complications of being grappled, we make the movement limiting property only apply to opportunity attacks (reactions) and the effect only lasting a round. [INDENT][b]Whip.[/b] Instead of making a normal weapon attack, you may opt to hinder the movement of the target of your attack. First, 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. This attack deals no damage. The target of your trip must be no more than one size larger than you, and it must be within your reach. Make a weapon attack, contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use.) The target has advantage on this check if it has more than two legs. If you win the contest, the target falls prone. Second, when you use your reaction to make an opportunity attack against a target about to leave your reach, you may attempt to stop it by wrapping the end of your whip around it. This attack deals no damage. The target must be no more than one size larger than you. Make a weapon attack, contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use.) If you win the contest, the target cannot leave your reach until the start of its next turn. The target may use its action to attack the whip (AC 10). 5 points of slashing damage will free it, allowing it to use any remaining movement it has this turn.[/INDENT] Suggestions for DM improvisational rulings for trips and roping: If the target wins with a critical success, the whip is pulled out of your grasp to the target's space. On a critical success for the whip wielder, the whip also does damage to the target. Allow an exception for the opportunity attack option when someone falls past you, potentially saving them. [/QUOTE]
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