Trip / disarm rules for weapons


Homebrew and House Rules


One of my players decided to take the spiked chain as an exotic weapon feat (primarily because they thought it was cool), and after looking at the trip/disarm rules they make no sense to me. I would love to hear if anyone has alternatives.

I can understand why an unarmed trip attack would provoke an attack of opportunity, but why would a trip or disarm attack from a spiked chain? And why would anyone use a trip or disarm attack if they automatically get attacked in return and risk getting knocked prone if they fail their attack by 10 or more?

I'm thinking about 2 options:

1. Making the spiked chain a 10' reach weapon so there's the possibility of attacking without provoking an attack of opportunity, but keeping the risk of being knocked prone by a failed attack of 10 or more, or;

2. Keeping the reach 5', but doing away with the attack of opportunity altogether and keeping the risk of being knocked prone by a failed attack of 10 or more.

Suggestions?


The Feats Improved Disarm and Improved Trip let you sidestep the attacks of opportunity. It should be harder to perform those combat mauevers than it is to just attack your opponent; knocking someone prone for your buddies to beat to death is pretty great.
At low levels, just don't try it unless they've used up their attack of opportunity already.

As for the rest...the spikeday chain *does* have a 10ft. reach in 3rd edition D&D. Trip, disarm, finesse, and reach-but-can-still-hit-people-next-to-you. The spiked chain was the ultimate swiss army knife of weapons. And it seemed fair; spending a Feat to be proficient with a weapon that did less damage and all.

I'd say that returning the chain to it's former ability is more than fair. Messing with combat maneuvers and all that could lead to more issues down the road.


Thanks - going with the 10' reach is the way I'm leaning. This is for a druid who doesn't have a 13 INT, so she won't be able to take the Improved Disarm and Trip feats and she's fine with that. She's not min-maxing, she just wants to be a little more badass and the traditional druid weapons don't appeal to her.

Giving the spiked chain its 10' reach back makes it a little more strategic, particularly since I'll require direct LOS - you can't really whip a chain around if someone is between you and your target.

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