Rock.Treebore said:So we are cool with it.
Treebore said:Another thing I want to clarify, when I judge how powerful a feat is I look at it when it is at maximum potential for devastation. That way I don't get surprised, hopefully, later on down the road.
So is it possible for a spiked chain fighter to have an opponent in every square within reach? Yes. Is it possible that his enemies will stay within reach with hopes of overwhelming and cutting down the S-C fighter before they are slain? Yes. Especially if they are in an area, such as inside a keep, that limits the viability of using bows/crossbows.
Lets also not forget that a spike chain is a two handed weapon and is not a light weapon. Then consider the Power Attack rules for a two handed weapon. Way too powerful.
I see your logic, but I still think that is backwards as for effectiveness. He can use the added damage that costs him nothing (weap spec), but not those that suffer a trade-off (PA)?As for the player in question, I have agreed to allow "passive" bonus to add to Whirlwind, but active use feats, such as power attack, cannot be used.
yay, I love useful civil conversations....Treebore said:I see your points Coredump,
No, but it is the only one that allows you to hit at 10 *and* 5 feet, which is what makes it SO useful in WWA.Spike chain really does take Whirlwind over the top, but the chain isn't the only reach weapon in the game, but it is the best to also work with trip, etc...
IMHO, spiked chain is more 'powerful' than WWA, for a number of reasons.So not only does the spiked chain work with Whirlwind, it also helps make feats like trip and disarm be a bit easier to pull off.
I was not clear, I wouldn't necessarily eliminate it; just nerf the combo. (ex. SC can only WWA within 5'. Or, SC can WWA at 5' or 10', but not both.) If you looked at the effectiveness of WWA with a different style, it would not be nearly as powerful. WWA is an 'area of effect' attack. SC increases the area by 150%.But what can of worms do you open by limiting or eliminating the spiked chain? More issues of "realism" are brought up.
Well, um... uh... my bad, that should have been obvious.Also your comments about the Power Attack Trade offs. You do realize ...
Sure, I understand. But now you are fine tuning the encounter even more. Yes If you have a limited front engagement, the bad guys can't move well, and there are lots of buffs, and thus are easy to hit.... that makes WWA/PA a very potent combination.Using the BAB and buffs the PC in question had a +18 to hit.
But now do the math if he needs an 11 instead. Now the -5 from PA cuts his damage output *in half*. So it is only really worth it if they are very easy, or very hard to hit.. Granted he now has a 30% miss chance instead of 5% (against the 19 AC),
Hey, I am all about less frustration and fun games. But I bet WWA would not be all that impressive if you actually use it. Once in a while, sure. but a really well placed (aka lucky) fireball is also.So people may not like how I am doing this, but I bet I'll be less frustrated with challenging the PC's in my game. At least I know for a fact my level of frustration will be lower. For our game that is all that matters, right?
Spike chain really does take Whirlwind over the top, but the chain isn't the only reach weapon in the game, but it is the best to also work with trip, etc...
beepeearr said:By the way, it's not normally a double Weapon (some posted above that it was). .
Treebore said:Using the BAB and buffs the PC in question had a +18 to hit. Plus he did not/does not have every feat or spell in place to raise that even more. So he lowers his attack to +13 for a +10 to damage to every target he hits. So that 19 average goes to 29. Granted he now has a 30% miss chance instead of 5% (against the 19 AC), but the pay-off of the damage bonus makes this risk very worthwhile.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.