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Airwalkrr's Maure Castle 3.5 OOC
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<blockquote data-quote="airwalkrr" data-source="post: 5550121" data-attributes="member: 12460"><p>[MENTION=23484]Kobold Stew[/MENTION], I think you took my comment out of context. The comment about powergaming wasn't a specific indictment of the build for Halfnose, but rather a general statement addressing your mentioning that you weren't much of a powergamer. As I went on to state earlier in that post, Halfnose wasn't a bad build.</p><p></p><p>Re: polearms. They can be a very effective means of controlling the battlefield if you are a front-line fighter built for it. Tripping is the best way of doing it, although disarming is helpful too. If you have the feats for both, it isn't a bad idea to have both. In my experience, the most effective melee characters are those that manage, one way or another, to keep the attention of the bad guys on themselves and not on the healers, rogues, and casters. Keeping your opponents tripped and disarmed is a very good way of doing that, and having a reach weapon to do it expands the level of control you have over the battlefield. Even though the spiked chain is a ridiculous weapon for all practical purposes, this is a ridiculous game for all practical purposes. So you might want to consider seeing if you can work the spiked chain in. If you are thinking about a reach weapon, that's the best one out there.</p><p></p><p>Edit: also add to that discussion the enlarge person spell. If you make sure s@squ@tch has it or just carry some potions, you give yourself +4 to trip and disarm attempts, not to mention the boost to Str.</p></blockquote><p></p>
[QUOTE="airwalkrr, post: 5550121, member: 12460"] [MENTION=23484]Kobold Stew[/MENTION], I think you took my comment out of context. The comment about powergaming wasn't a specific indictment of the build for Halfnose, but rather a general statement addressing your mentioning that you weren't much of a powergamer. As I went on to state earlier in that post, Halfnose wasn't a bad build. Re: polearms. They can be a very effective means of controlling the battlefield if you are a front-line fighter built for it. Tripping is the best way of doing it, although disarming is helpful too. If you have the feats for both, it isn't a bad idea to have both. In my experience, the most effective melee characters are those that manage, one way or another, to keep the attention of the bad guys on themselves and not on the healers, rogues, and casters. Keeping your opponents tripped and disarmed is a very good way of doing that, and having a reach weapon to do it expands the level of control you have over the battlefield. Even though the spiked chain is a ridiculous weapon for all practical purposes, this is a ridiculous game for all practical purposes. So you might want to consider seeing if you can work the spiked chain in. If you are thinking about a reach weapon, that's the best one out there. Edit: also add to that discussion the enlarge person spell. If you make sure s@squ@tch has it or just carry some potions, you give yourself +4 to trip and disarm attempts, not to mention the boost to Str. [/QUOTE]
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