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Victor_ograygor Posted - 12 Feb 2007 : 22:05:11
Making an Attack of Opportunity

An attack of opportunity is a single melee attack, and you can only make one per round. You don’t have to make an attack of opportunity if you don’t want to.

An experienced character gets additional regular melee attacks (by using the full attack action), but at a lower attack bonus. You make your attack of opportunity, however, at your normal attack bonus—even if you’ve already attacked in the round.

An attack of opportunity "interrupts" the normal flow of actions in the round. If an attack of opportunity is provoked, immediately resolve the attack of opportunity, then continue with the next character’s turn (or complete the current turn, if the attack of opportunity was provoked in the midst of a character’s turn).

My question here is it possible to make trip ore disarm attack on an attack of opportunity?

As I understand it, it’s only a regular attack.
7   L A T E S T    R E P L I E S    (Newest First)
Victor_ograygor Posted - 20 Feb 2007 : 23:05:03
You made me think!! Hm.. and I like what I am reading.


Still thinking… I can use this

Thanks again WalkerNinja

And Sian great feat thanks to you to
WalkerNinja Posted - 20 Feb 2007 : 21:43:10
No Problem, Victor. On the other hand, there are some quick fixes that you can institute to make the Spiked Chain a less than desirable weapon.

Watch out folks, I've got a black belt in Rule 0 Do (Engrish for "The Way of Rule 0")

-Emphasize the fact that the Spiked Chain is an exotic weapon, making chances of finding a magic Spiked Chain effectively nill. Your player wants an upgrade? Fine, find a guy that can make a masterwork exotic weapon for you, and another guy to enchant it. Neither of these guys are very experienced with this kind of work, so costs should be higher.

So its an exotic weapon... so what? I would argue that one reason that it may be exotic is because it is strictly not as good in the real world as it looks on paper. Otherwise EVERYONE would be using the Spiked Chain. Here are some ways to implement this.

-Note the damage type on Spiked Chain: Piercing. Now load up on Monsters that take little damage from piercing weapons. Classic example: Skeleton. Better Example: Size Large Clay Golem. Yeah, try tripping a golem, chain-ho.

-Perhaps the most unbalanced aspect of the Spiked Chain is that it has both a 10' and 5' range, and can alternate between the two seamlessly. This is hopelessly unrealistic. Use some Rule 0 Do and say that it requires a standard action to switch between the two ranges. While he spends a round switching, anyone with Spring Attack will take that boy to school.

-More Rule 0 Do: Look at the picture of a Spiked Chain. You notice something there? That thing is a Double Ended Weapon! Yeah, they seem to have missed that in the description. Require two weapon fighting in order to use the thing at all, just like a double ended sword.

-Recoil. All hinged/flexible weapons have a recoil time in real life. Nunchaku for instance. Watch some one get attacked with a nunchaku, instead of a demonstration. When ever the nunchaku strikes, momentum and control are lost, requiring time to regain control and rebuild momentum for the next strike. While in the hands of a master, a weapon as small and light as the nunchaku can be recoiled and recovered almost immediately... but there's still a couple of seconds there where all is not what it seems. Watch Fight Science on the Discovery Channel. They examine this precise effect in terms of Nunchaku and the Three Sectioned Staff, and demonstrate the flaws even when wielded by masters.

So if that is true of a 2 pound whippy stick, how much more true is it for a 10 pound chain with SPIKES all over it! Yes, its a very flashy exotic weapon, but there are some inherent problems with its design.

Thus, you could reasonably limit him to 1 AoO per round, and only if he has not allready attacked.

This is bascially how I have explained to my group how I would run Spiked Chains. No one has ever used one in my game, and I can't see that we have suffered for the lack thereof.
Sian Posted - 20 Feb 2007 : 16:16:44
the cure is named "Prone Attack" from CW ... it negates melee attacking penelties and AC penelties futhermore you can stand as a free action

basicly its like "trip? ... thanks for the extra Armor rating against ranged"
Victor_ograygor Posted - 20 Feb 2007 : 15:33:50
Thanks for the link WalkerNinja

But it seams a little broken the way you can use a chain to trip foes with
the great reach, the weapon has.
WalkerNinja Posted - 12 Feb 2007 : 22:44:31
From the Article Rules of the Game: All About Attacks of Opportunity (part 2)

http://www.wizards.com/default.asp?x=dnd/rg/20041102a


quote:
When an Attack of Opportunity Provokes an Attack of Opportunity

In some cases, you can make an attack of opportunity that provokes an attack of opportunity against you. For example, a foe runs past you, leaving a square you threaten and provoking an attack of opportunity from you. If you choose to disarm your foe, you'll provoke an opportunity from that foe (unless you're out of the foe's reach).




Since you are able to make a Disarm attack as an attack of opportunity, the necessary inference is that you may make a Trip Attack as an AoO.

Further, d20SRD stipulates that an AoO is a "melee attack". Under the description of trip, you will also find it described as a "melee attack."

That being said, there are some very obvious problems with Trip.

The only factors affecting Trip are 1)Size, 2)Strength, and 3) Skill at Tripping.

So a fighter with Jotunbrud, Strength 20, and Improved Trip is just as good at tripping at 1st level as he is at 20th... unless he increases his strength.

Trip is not level dependent, nor is it influence by hit die. It is the most BROKEN 3E mechanic in existence. Exploit it, or be exploited by it. These are your only options.
Victor_ograygor Posted - 12 Feb 2007 : 22:18:15
Okay but can a fighter with a chain make a trip attack on a attack of opportunity?

I am asking this question because I think its a little game breaking, that creatures can’t run full speed away from him, without being tripped.
Kentinal Posted - 12 Feb 2007 : 22:12:47
"regular melee" appears to perclude a trip attack unless that is creature/character base attack. Not sure if any has trip as a base attack, but clearly prime weapon is all that can be used with AoO, not secondary ones IMO.

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