Magic users don't like Trip
Magic users don't like Trip
Maybe next time the group will cover their artiliary better.
Had a player last night who wasn't thrilled that I added the Worg's 4HD to the challenge level of the Trip ability. The 3rd level mage with a non-prime Dex wasn't happy.
Had a player last night who wasn't thrilled that I added the Worg's 4HD to the challenge level of the Trip ability. The 3rd level mage with a non-prime Dex wasn't happy.
Wait till you grapple him. It SUCKS to be grappled in C&C. Prone and helpless, +10 to be hit. Plus its relatively easy to establish, and the higher level the game goes, the easier it gets since the base is AC 15.
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Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
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Re: Magic users don't like Trip
If the mage wasn't happy the CK was doing it right!!!anglefish wrote:
Maybe next time the group will cover their artiliary better.
Had a player last night who wasn't thrilled that I added the Worg's 4HD to the challenge level of the Trip ability. The 3rd level mage with a non-prime Dex wasn't happy.
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Heh. And I was having a pissy player last night because he kept failing Dex checks. I'll remind him next session that at least he's not a wizard getting grappled!
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Re: Magic users don't like Trip
I was reading DCC's Sinister Secret of Whiterock (#51.5) and there is a weapon type in there that specializes in tripping. I'll have to remember this post as I convert the Whiterock stuff to C&C.anglefish wrote:
Maybe next time the group will cover their artiliary better.
Had a player last night who wasn't thrilled that I added the Worg's 4HD to the challenge level of the Trip ability. The 3rd level mage with a non-prime Dex wasn't happy.
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Yeah he wouldve been unhappy if he got grappled as well. There are several ways to trounce a mage. It's best to stay in the rear with the gear and have a couple of front line types between you and the baddies.
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There are also lots of ways the wizard can prevent himself from being tripped, or, at worst, reducing the effectiveness. Things like levitate, or telekinesis, for example. They have multiple uses, and can be very good in battle too. Of course, it does tend to take a slightly higher level character to make them truly effective, but at around 5-6th level, the character could care less. Grappling might be something else... but, that is what fly is for. Go ahead, grab me. Now, let's go up about 300 feet. Want to let go yet?
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serleran wrote:
There are also lots of ways the wizard can prevent himself from being tripped, or, at worst, reducing the effectiveness. Things like levitate, or telekinesis, for example. They have multiple uses, and can be very good in battle too. Of course, it does tend to take a slightly higher level character to make them truly effective, but at around 5-6th level, the character could care less. Grappling might be something else... but, that is what fly is for. Go ahead, grab me. Now, let's go up about 300 feet. Want to let go yet?
That assumes you're in a place with no ceiling (or a very high one), but you're right. As mages increase in level, the little tricks like that matter less. Sometimes it means they use up spell slots on contingency plans, but that's part of the fun!
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Well, there's also gaseous form...
The point was that, a properly defensible wizard has a wide array of things he can do to prevent himself from being so easily smacked around. If he can get it off, or considers doing it.
Hell, even a simple invisibility might help.
But, yeah, I agree... part of the fun is learning the curve. Figuring where the weaknesses are, and then exploiting them until the other guy comes up with a way to stop it.
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The point was that, a properly defensible wizard has a wide array of things he can do to prevent himself from being so easily smacked around. If he can get it off, or considers doing it.
Hell, even a simple invisibility might help.
But, yeah, I agree... part of the fun is learning the curve. Figuring where the weaknesses are, and then exploiting them until the other guy comes up with a way to stop it.
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Re: Magic users don't like Trip
bighara wrote:
I was reading DCC's Sinister Secret of Whiterock (#51.5) and there is a weapon type in there that specializes in tripping. I'll have to remember this post as I convert the Whiterock stuff to C&C.
Basically it just means that if the tripper fails they can drop the weapon to disallow the follow-up trip attempt by the former tripee. I just made it a racial ability (i.e. physical prime) when used with the weapon since it relied on the Exotic Weapon Proficiency feat.
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