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A Whirlwind Question
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<blockquote data-quote="Treebore" data-source="post: 2304067" data-attributes="member: 10177"><p>Someone,</p><p></p><p>I don't understand what you are saying the averages are about. The 19 was the average for the PC I was basing everything on without a power attack. The 29 is his average if he takes a -5 PA. Since it is a two handed weapon PA adds +10 to his damage in 3.5 rules.</p><p></p><p>Coredump,</p><p></p><p>I am not clear on what you are saying about the attacks at an 11. What I was referring to with the 30% of attacks missed was that his attack bonus dropped from an +18 versus a 19 AC to a +13 because of the -5 from his PA, if he were to get that feat. Otherwise, without taking a -5 for PA, he would only miss on a 1, not only because you always miss on a 1, but because his attack was +18 versus creatures with AC 19. I hope my restating this helps you better clarify what you are meaning about the 11 point.</p><p></p><p>You are also right that it is the only one in the "core" books that allow atttacks at the 5 and 10 foot intervals, but other WOTC books and alternate d20 publishers have also given versions of other weapons with the same abilities. They are all essentially chain weapons, just based on different cultural inpirations, etc...</p><p></p><p>Now I would like to house rule it along the lines beepeear suggests, but the spiked chain is based on real life weapons that I have seen demonstrated by martial artists. However the technical difficulties of the maneuvers they pull off I think would justify the need for feats for each "advantage" or power that the chain weapon gives. This is because the martial artists trained for years to be able to use it the ways they did. And hurt themselves often learning them.</p><p></p><p>I do agree that anything but the chain weapon would be considerably less powerful with Whirlwind. However, like I mentioned earlier, I feel that it is best to judge a feat by how powerful it is under the most optimum conditions for using that feat. So either I pre-emptively weaken the feat, or I say any reach weapon that can strike at both 5 and 10 feet ranges are not allowed.</p><p></p><p>Now to bring up something about the pole arms with 10 foot reach. In the same film footage I watched of the awesome chain weapon maneuvers, the martial artists also used several different pole weapons. They were very effective at defending and attacking close in or at reach in the blink of any eye. So if we were to judge pole weapons as realistically as the chain weapon apparently was, it looked to me that they should also be allowed to strike at both range increments.</p><p></p><p>You know, I could just rule that Whirlwind can never hit more than 6 targets per round, one for each second of the combat round. Yeah, that would work. Put the same limitation on cleaving too. For consistancy as well as power balance. Then I wouldn't have to worry about the bonus' so much either. I still don't like PA allowing the bonus to be doubled for wielding weapons two handed, maybe x1.5 like STR is handled. I'll have to think about this some more.</p></blockquote><p></p>
[QUOTE="Treebore, post: 2304067, member: 10177"] Someone, I don't understand what you are saying the averages are about. The 19 was the average for the PC I was basing everything on without a power attack. The 29 is his average if he takes a -5 PA. Since it is a two handed weapon PA adds +10 to his damage in 3.5 rules. Coredump, I am not clear on what you are saying about the attacks at an 11. What I was referring to with the 30% of attacks missed was that his attack bonus dropped from an +18 versus a 19 AC to a +13 because of the -5 from his PA, if he were to get that feat. Otherwise, without taking a -5 for PA, he would only miss on a 1, not only because you always miss on a 1, but because his attack was +18 versus creatures with AC 19. I hope my restating this helps you better clarify what you are meaning about the 11 point. You are also right that it is the only one in the "core" books that allow atttacks at the 5 and 10 foot intervals, but other WOTC books and alternate d20 publishers have also given versions of other weapons with the same abilities. They are all essentially chain weapons, just based on different cultural inpirations, etc... Now I would like to house rule it along the lines beepeear suggests, but the spiked chain is based on real life weapons that I have seen demonstrated by martial artists. However the technical difficulties of the maneuvers they pull off I think would justify the need for feats for each "advantage" or power that the chain weapon gives. This is because the martial artists trained for years to be able to use it the ways they did. And hurt themselves often learning them. I do agree that anything but the chain weapon would be considerably less powerful with Whirlwind. However, like I mentioned earlier, I feel that it is best to judge a feat by how powerful it is under the most optimum conditions for using that feat. So either I pre-emptively weaken the feat, or I say any reach weapon that can strike at both 5 and 10 feet ranges are not allowed. Now to bring up something about the pole arms with 10 foot reach. In the same film footage I watched of the awesome chain weapon maneuvers, the martial artists also used several different pole weapons. They were very effective at defending and attacking close in or at reach in the blink of any eye. So if we were to judge pole weapons as realistically as the chain weapon apparently was, it looked to me that they should also be allowed to strike at both range increments. You know, I could just rule that Whirlwind can never hit more than 6 targets per round, one for each second of the combat round. Yeah, that would work. Put the same limitation on cleaving too. For consistancy as well as power balance. Then I wouldn't have to worry about the bonus' so much either. I still don't like PA allowing the bonus to be doubled for wielding weapons two handed, maybe x1.5 like STR is handled. I'll have to think about this some more. [/QUOTE]
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