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Old 05-24-2020, 09:31 PM   #6
Axly Suregrip
 
Join Date: Jun 2018
Location: Durham, NC
Default Re: The Whip is just wrong

It makes a ST 8 fighter/thief/smartguy/wizard into an incredibly effective second row utility character. The whip guy does not do well fighting by himself, but allowing others to engage, he has unequal in his ability to disable. And while other weapons that disable don't often have the same damage capability, at ST 8.

It just has too much in favor of it that adds up. If you don't think so, create a whip fighter and give him a try. Like hcobb pointed out, it is the easier way for beginning character to take out Tollenkar.


Whip, Lasso, Bola and Net are all capable of disabling.

If you miss with throwing a Lasso, Bola or Net, you are done with that weapon until it may be retrieved. The Whip can just keep trying. Whip alone wins this comparison.

The Lasso, Bola and Net have range modifiers. The whip does not. Although, if you compared it to the Lasso you can say it just has too short of a range to get a modifier. So, Lasso and Whip win this one.

Whip and Lasso require ST8, while Net ST10 and Bola ST9. Whip and Lasso have it most favorable here.

Potential for doing damage: net on does 1-3 and no options for targeting body parts. Bola may target head at DX-4 to get 1+2 damage but keep in mind it also has the throw DX adjustment. Lasso may target head for 1+2 damage with NO DX modifier. Whip has the same deal as Lasso but also has an option for DX-6 to do 2-2 damage that bypasses armor. Winner Whip.

Intervening bodies a problem? Yes for every thrown and missile weapon. And yes even for jabbing polearms and pikes. Not so with the whip. Whip again wins.


Then compared to dagger aimed throw it does so without the DX adjustment for range or the loss of the weapon with the same resulting damage.


As it is, I don't see why every wizard does spend 2 IQ on Whip talent.


The damage should be reduced. Even by 1 point but should be more. And the intervening figures should affect it. Whipping at someone 5 hexes away with 4 figures intervening all fighting or dodging etc, and this is just a normal DX attack without modifiers for range or intervening folk. Intervening folks should at least be -1 DX per body in the way. Without these changes it is a weapon in the game that defies what is realistic to a distracting level.
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