RPG Evolution: Problems with the Staff

Magic staves are awesome ... until you have to carry one.
The guard still hesitated. "Your staff," he said to Gandalf. "Forgive me, but that too must be left at the doors." "Foolishness!" said Gandalf. "Prudence is one thing, but discourtesy is another. I am old. If I may not lean on my stick as I go, then I will sit out here, until it pleases Théoden to hobble out himself to speak with me." Aragorn laughed. "Every man has something too dear to trust to another. But would you part an old man from his support? Come, will you not let us enter?" "The staff in the hand of a wizard may be more than a prop for age" said Háma. He looked hard at the ash-staff on which Gandalf leaned.
--The Two Towers: Chapter 6 - The King of the Golden Hall​

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Picture courtesy of Pixabay.

Fantasy narratives often imbue characters with powerful staffs, portraying them as tools of authority and magic. From Gandalf's iconic wizard's staff to Marcille Donato's staff Ambroisa from Delicious in Dungeon, staves are as much tools as part of their identity. Yet, the romanticized image rarely aligns with the practical realities of carrying a six-foot-plus piece of wood or metal, especially when adventuring takes a turn for the confined.

When Staff Becomes Hazard​

Step into a typical fantasy dungeon, and the ideal combat scenario — an open field with plenty of room to maneuver — quickly evaporates. Instead, you're faced with narrow corridors, low ceilings, cramped chambers, and unexpected traps. This is where a long staff turns into a liability.

As seen in Delicious in Dungeon, Marcille's staff has faced its share of damage, a testament to the realities of dungeon wear and tear. Wooden staves, while sturdy, are not impervious to hard impacts, falls, or being caught in precarious positions. A sudden break in a critical moment could leave a spellcaster or martial artist disarmed and vulnerable.

Furthermore, a staff demands continuous attention. As I've personally experienced when traversing rocky terrain, you need both hands for climbing or stability ... so where does the staff go? Slung across the back, it can catch on overhead obstacles or become unbalanced. Carrying it by hand in a non-combat situation means one hand is perpetually occupied, limiting your ability to hold a torch, wield a shield, or simply steady yourself. In the tight confines of a dungeon, this constant encumbrance becomes a source of frustration, slowing movement and potentially compromising safety.

I've also played a legionnaire who specialized in polearms; he was frequently collapsing and reassembling his staff (the only way to make it work in a dungeon without magic). Telling your enemies to wait one round while you assemble your polearm wasn't fun.

Overland Advantage​

Despite its dungeon drawbacks, the staff truly shines during overland travel. Historically, staffs and walking sticks have been invaluable companions for travelers for good reason.

For long treks, a staff provides crucial support and balance, significantly reducing strain on the legs and back. In my experience on hikes, a staff offers stability on uneven ground, aiding uphill climbs by allowing you to push, and alleviating knee strain on steep descents by distributing weight. This can dramatically increase endurance and comfort over long distances. Moreover, a staff can be used to probe uncertain ground (is that mud shallow, or a deep bog?) and clear away irritating underbrush (a constant problem). Just remember about the person hiking behind you when you force branches aside and they whip back into place (sorry about that Keith!).

The Staff in Combat​

While a staff might be cumbersome for general dungeon navigation, its utility in combat, particularly in skilled hands, should not be underestimated. The common quarterstaff, typically 6 to 9 feet long, was a formidable weapon in historical martial arts, praised for its reach, speed, and versatility.

The Polearm Master feat in Fifth Edition Dungeons & Dragons quantifies what counts as a polearm as glaive, halberd, pike, quarterstaff, or spear, bestowing a Bonus Action to make a melee attack with the opposite end of the weapon for an extra d4 Bludgeoning damage and an opportunity attack when they enter reach. The value of staff weapons like this is their reach, keeping combatants with shorter weapons at bay. But in theory anything long enough can be an improvised weapon that might just be a walking stick; as the quote above demonstrates, Gandalf makes an argument that he needs his staff to walk, making it a reliable tool for self-defense for a traveler who might not be overtly armed.

Staves are also often symbols of authority. As I've experienced managing a boffer/LARP combat game, whoever has the staff is the referee, and the dragon atop my staff kept a bunch of unruly boys in line when I held it up. Gandalf's staff came to represent the power of Istari, such that there's quite a bit of debate as to whether or not Háma recognized the magical threat posed by Gandalf's ... and let him in anyway.

Conclusion​

While a staff is great for overland travel, its utility drastically diminishes in confined environments like dungeons. It becomes a cumbersome, easily damaged, and often inconvenient accessory (just watch poor Marcille run with it in Delicious in Dungeon). In combat, its effectiveness depends heavily on space and the wielder's skill.

There are ways around this: collapsible staves that don't lose structural integrity, magical weapons that expand and contract on command, a "staff caddy" backpack like a bag of holding, or even just summoning weapons when needed like warlocks (glaivelocks in the above video). Staves and polearms definitely have their advantages, both in and out of combat. But for those of us in real life who face rocky terrain on hikes ... I'll stick with my hiking poles, thanks.
 

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Michael Tresca

Michael Tresca

All fair points.

D&D rarley takes in the real world impact of weapons size in confined spaces.

Realistically the short sword would be most people weapon of choice entering a tight goblin den. The crossbow much more effective when you are hunched over than a long bow that scrapes the ceiling.

But also the quest for realism just slows down the game and I'm fine with keeping combat abstract and moving fast.
 

All fair points.

D&D rarley takes in the real world impact of weapons size in confined spaces.

Realistically the short sword would be most people weapon of choice entering a tight goblin den. The crossbow much more effective when you are hunched over than a long bow that scrapes the ceiling.

But also the quest for realism just slows down the game and I'm fine with keeping combat abstract and moving fast.
Staves are probably the least problematic of the "polearm" types. My legionnaire took a lot of plot-wrangling to make sense with his tactics, which fell apart when in dungeons or with small groups of allies who weren't similarly armed and armored. Ironically, he was better against bigger monsters (reach matters a lot then!).

We never quite got around to "magical retracting/extending polearm" but I imagine that's where most games end up for things like this to compromise easily. I WISH I had a staff that was retractable and manageable. The closest are my hiking poles which are pretty good for this purpose (and I already snapped a pair on my last hike).
 

All fair points.

D&D rarley takes in the real world impact of weapons size in confined spaces.

Realistically the short sword would be most people weapon of choice entering a tight goblin den. The crossbow much more effective when you are hunched over than a long bow that scrapes the ceiling.

But also the quest for realism just slows down the game and I'm fine with keeping combat abstract and moving fast.

It's been a while but if I remember correctly, size of the weapon was mentioned in the rules for 1e. As you say, a claymore is a great weapon if you have the room to swing it but not as flexible in tight space. You can use a claymore as a stabbing weapon like a spear though, it may not be as effective.
 

Not to mention what to do with a staff while in one of the most important places in many adventurers lives, the tavern. Lay it across the table where it will knock drinks off? Lean against a wall where it will fall over? Try to balance across your lap in a chair? Check it at the door with the fighter's polearm and large shield and the ranger's longbow? Common sense would dictate that most of that stuff would stay in the character's rooms during a tavern visit but trying to explain that to players is often difficult. If the barmaid has to make 3 agility checks to take your party's order, your service experience will probably suck.

And some versions of RPGs have staves create explosive events if the staff gets broken. A conversation you don't want your party to have. "What do you mean the wizard exploded!?" "That's what it looked like. The giant hit her with a large club and there was a huge explosion! The wizard is gone. The giant is gone! There is red goo everywhere!...."
 

The Quiver of Ehlonna/Efficient Quiver has been the key to carrying such things since 1e Unearthed Arcana, and more so in the 3e era when it was a cheap easy to buy or make magic item and I saw tons of characters with them whether for arrows and wands or staves and spears.

Efficient Quiver
Wondrous Item, Uncommon
Each of the quiver’s three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to 60 Arrows, Bolts, or similar objects. The midsize compartment holds up to 18 Javelins or similar objects. The longest compartment holds up to 6 long objects, such as bows, Quarterstaffs, or Spears.
You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.
 

The Pathfinder 1 version is the Handy Haversack. You can pull the desired item as a move action with no attack of opportunity. Such things are almost required gear once you get to the place in your career you can afford one. Assuming your world/area has such things.
 

The Quiver of Ehlonna/Efficient Quiver has been the key to carrying such things since 1e Unearthed Arcana, and more so in the 3e era when it was a cheap easy to buy or make magic item and I saw tons of characters with them whether for arrows and wands or staves and spears.

Efficient Quiver
Wondrous Item, Uncommon
Each of the quiver’s three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to 60 Arrows, Bolts, or similar objects. The midsize compartment holds up to 18 Javelins or similar objects. The longest compartment holds up to 6 long objects, such as bows, Quarterstaffs, or Spears.
You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.
This is the magic item I couldn't remember! It's probably the primary one specifically for this sort of use case besides a bag of holding.
 

Not to mention what to do with a staff while in one of the most important places in many adventurers lives, the tavern. Lay it across the table where it will knock drinks off? Lean against a wall where it will fall over? Try to balance across your lap in a chair? Check it at the door with the fighter's polearm and large shield and the ranger's longbow? Common sense would dictate that most of that stuff would stay in the character's rooms during a tavern visit but trying to explain that to players is often difficult. If the barmaid has to make 3 agility checks to take your party's order, your service experience will probably suck.

And some versions of RPGs have staves create explosive events if the staff gets broken. A conversation you don't want your party to have. "What do you mean the wizard exploded!?" "That's what it looked like. The giant hit her with a large club and there was a huge explosion! The wizard is gone. The giant is gone! There is red goo everywhere!...."
Gandalf's argument is "old man needs his staff to hobble around" so of all the potential stave weapons, I imagine "walking staff" is the most socially acceptable to lean against your chair. It's the other stuff that isn't. Polearms are just right out, and it may not even fit in the ceiling height of the room depending on the size of the tavern.
 


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