Whirlwind, Improved Trip and Knockdown

I myself honestly don't see the problem involved... So you spend a feat to get +1 AC against a single opponent per round, another to get +4 AC if you provoke AOs while moving around, and another feat to prevent a single person from being able to AO you when you move in to attack (and while it does allow you to move away, unless you have Boots of S&S and/or happen to be a monk, it doesn't do that much for you -- assuming no haste on either side, you simply give up all but one attack in order to restrict your melee opponent to also having one attack per round). So when ya get down to it, you've spent 3 feats to finally be able to negate the AO you'd normally provoke when dueling a reach fighter or large monster.

Then there's Expertise, which isn't that great in of itself; taking -5 to hit to gain +5 AC really isn't that viable against opponents of equal caliber (or of higher... backfires on ya both ways if you're fighting a high HD outsider or dragon); it's only of practical use for avoiding damage from inferior opponents, who you'd hit anyways, and would normally have trouble hitting you to begin with.

Whirlwind Attack itself is something that sounds cooler than it is -- it actually combos decently with Power Attack, since you're only getting one hit anyways, but to negate that is it is only one hit. Like expertise, it's really only viable against inferior opponents. Against a group of equal-caliber opponents, it's certainly flashy, but it also amounts to asking for it.

Improved Trip is the next thing on the list -- give up an attack for a trip attempt, and get an immediate attack if the trip attempt works. The key point in this is, if the trip attack works. It's almost reliable if you're fighting a smaller opponent (+4 or more from size should hopefully counter the bugger's DEX possibly being higher than your STR), about 50/50 if the opponent is your own size (since defender uses Dex or Str, whicher is better), and probably something like 10/90 if they're in the next category up (since they've got the +4 size, and are probably stronger, possibly substantially stronger).

Which brings up Knockdown, which is conceptually nice.. Since you get it every time you hit someone for enough damage (no problem there), if you're whaling on a single opponent you actually have a decent chance of bowling the sucker over (assuming they aren't too big) -- with enough checks to make, the DM has to roll crap sooner or later.

However, unless there's been a Sage ruling, being prone doesn't stop someone from making a full attack action. The attacker will suffer a -4 to all attack rolls, but he can still make them all. It's getting up from being prone (a move-equivalent action) that denies one iterative attacks. And if one is losing attacks due to getting up, an opponent might as well Power Attack on the remaining one.

Anyways, I seriously doubt that the expenditure of 6 feats to do 15 or so points with a 50/50 chance of being knocked down to all adjacent opponents is going to break anything. If Whirlwind is actually practical against the enemy squad, the squad's ass is grass regardless of the Knockdown. If it isn't, then at best Whirlwind gets to function as a defensive manuevor -- hampering the offensive ability of your opponents enough that you might not instantly die from getting hit 10 to 15 or 20 times before you can act again (though if it actually gets up to 20 times, it means you're DM is probably out to get you, anyways).

Actually, the best use of this I can see would be to counter a group of flanking rogues, since it would reduce the odds of taking some terminally rediculous amount of damage from sneak attack.

Hmmm.. Looking at EOL's posts, though, I guess I need to ask something -- you were aware that Knockdown involves opposed rolls, weren't you? It sounds like you expect it to work 100% of the time. Just checking.
 

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For knock down to happen you have to hit, roll over 10 damage, and then win in strength/strength(dex) check.

It sounds like the guy wanting this is a melee machine. He has a high strength for 14th level, and uses a nice 2-handed weapon. I think you are looking at one of the more efficient characters for this combo. I imagine his first attack hit most of the time (BAB 14, str +8, so +22 without a magical blade or WF). So, when he uses WWA he hits most of them if not all. THe way it looks, this is a very good combo that should be effective most of the time. You can''t just stop having WWA situations, that really cheapens tyhe character. You can make it a little tougher for him, but that just gets old. Feel like your making things tough just for him and it becomes a minor power struggle. Not allowing it might be the best. Or you can modify it. Require it to do over 20 points of damge for instance.
 

Crothian said:
For knock down to happen you have to hit, roll over 10 damage, and then win in strength/strength(dex) check.

It sounds like the guy wanting this is a melee machine. He has a high strength for 14th level, and uses a nice 2-handed weapon. I think you are looking at one of the more efficient characters for this combo. I imagine his first attack hit most of the time (BAB 14, str +8, so +22 without a magical blade or WF). So, when he uses WWA he hits most of them if not all. THe way it looks, this is a very good combo that should be effective most of the time. You can''t just stop having WWA situations, that really cheapens tyhe character. You can make it a little tougher for him, but that just gets old. Feel like your making things tough just for him and it becomes a minor power struggle. Not allowing it might be the best. Or you can modify it. Require it to do over 20 points of damge for instance.
Thanks Crothian for this very practical response. I think the 10 points of damage is something which doesn't scale very well (somewhat difficult in the beginning, automatic at higher levels) so I may look at fiddling with the damage (and yes that would be a house rule).

As far as the rest go. Yes I realize that knockdown does not always work, but as you can see from his strength it has a very good chance of working (haven't run the numbers though.)

And Kreynolds, I don't think a game where certain combo's are considered and discussed before allowing every thing from the mind of WoTC (especially the sword and fist) is that bad of a game to be in. YMMV
 

Compared to the things that a spellcaster can pull off at level 14 or some of the other horrible things you can do with that many feats, I think too much is being made of this combo. Just my 2 coppers.

Oh, and for the record, I don't see why hong's penis comment is inappropriate. It's not like penis is a cuss word. I found it funny and right on the mark considering the types of boasting it immediately followed. :)
 


EOL said:
And Kreynolds, I don't think a game where certain combo's are considered and discussed before allowing every thing from the mind of WoTC (especially the sword and fist) is that bad of a game to be in. YMMV

I agree. There shouldn't be a problem with a DM wanting to discuss a series of feats before allowing it into his game, provided he's knows what the hell he's talking about in the first place, which is the problem I have here. So yeah, in my opinion, it's a real piece of a game to be in.

Player: "Hey DM? I was lookin' at Knockdown and it seems like a really cool feat to use with Whirlwind Attack, and since I just leveled, I think I'll pick that up."
DM: "Sorry. I don't know how that works, so you can't have it. Take it next level while I figure it out."

Yeah. That's a really good game to be in. You kinda end up punishing the player cause you don't how something works. A DM can't know everything, I'll admit. But it's not very fair to the player. Once again, JMO.
 
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EOL: Relax. It sounds lioke this is nowhere near as big a problem as you think it is.

First: Don't deliberately set up whirlwind situations. Sometimes they happen, sometimes they don't. If the player gets upset, tell him that's the price to pay for specializing in one tactic.

Second: Intelligent enemies will avoid closing with the obviously burly fighter. Keep that in mind.

Third: If he's effective with it, fine. It's good use of tactics. If he's really, really good with it, eventually word will get around and some enemies will be prepared for him. This is especially apporpriate at the levels at which you are playing. Powerful players tend to get powerful enemies.

Throwing ordinary melee opponents at him is playing right into his strengths - you should expect him to do very well in those situations.
 

Artoomis said:
Throwing ordinary melee opponents at him is playing right into his strengths - you should expect him to do very well in those situations.

Exactly. Nothing will tick off or surprise a fighter more than 4 Ogre Magi keeping the fighter busy with a few Kobolds (i.e. fodder) while the Ogre Magi hurl magic missile after magic missile at the poor guy. This tactic works pretty well. :D
 
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kreynolds said:

Player: "Hey DM? I was lookin' at Knockdown and it seems like a really cool feat to use with Whirlwind Attack, and since I just leveled, I think I'll pick that up."
Try:
DM: Hmmm! I've seen problems before with the way whirlwind combines with other feats (think bucket of snails and great cleave) go ahead and take the feat I'm going to have to think about how it should combine with whirlwind. I'll have an answer for you by next session and if based on that answer you'd rather take another feat I have no problem with that.

[Next Week]
DM: Well I thought about it and posted a message on the boards and I've decided sure go ahead.

<sarcasm>Yeah wow! Now that I type it out I can't imagine how I could be such an unbelievable tyrant.</sarcasm>

And no I'm not freaking out I'm just advocating one side of the discussion and yes I've decided to go ahead and allow it.
 

EOL said:
TI've seen problems before with the way whirlwind combines with other feats (think bucket of snails and great cleave)

Cool. But I'm so sick of seeing this "bucket of snails" argument. Solution? Quick sending "snails" up against a player with WA and GC! Geez...lame argument (WA and GC, not yours EOL).
 

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