Any DM's not allowing Spiked Chains?

Nail said:
Hmmmm. That may be true, but the result isn't simulation. It's squashing the concept completely.

If that's your goal, why not just come out and say it?.

And this seems to be accurate. I can understand putting some penalties on it, and I even agree with some of them, but the mound that you're heaping on it seems like the simple desire to remove it, without just coming out and flat out removing it, thereby giving the illusion of giving the players all the same options, when in reality, any player in their right mind wouldn't use such a weapon. This string of events then comes across as more passive-aggressive in a desire to remove a weapon you don't want in your game than an attempt to make it more conceptually accurate, because it would then be a necessity to make the other weapons more "real," but as this is not being done, it's comes across as a bias on this weapon that results in over-penalizing.

Just my opinion. :)
 

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The first House Rule I wrote for my last campaign was, No Spiked Chains.

Silly, silly weapon. Far more dangerous to the user then any potential targets...

Now I LOVE chain weapons. I find them interesting and the real world has several varieties. But the Spiked Chain is just stupid. It shows that the game writers never cracked a reference book and may well have never held an actual weapon...

Ranked behind the Spiked Chain for silly would be the Dire Flail, Mercurial anything and a scythe as a melee weapon...
 

Nail said:
Hmmmm. That may be true, but the result isn't simulation. It's squashing the concept completely.

If that's your goal, why not just come out and say it?

You mean like when I said, "I have [banned it], but mostly because it fails a versimultude test, not because I think its particularly unbalancing."

What part of 'banned from my game' is not saying that I'm squashing the concept completely? I believe I implied in the post that you referred to that the list represented what I'd do if I was doing something less than actually squashing the concept completely.

And to be perfectly frank, that list doesn't squash the concept completely. It does make the concept unappealing, especially compared to reliable weapons like a a staff, a bill hook, or just plain old sword and board, but it doesn't squash it. I could still if I wanted run an NPC under those rules provided that I didn't really care about optimizing the NPC, but rather cared about the cinematic effect of a spiked chain wielder and I set the stage in a way that favored the chain as a weapon. That is to say, if the NPC doesn't have allies in melee, and he's operating in a fairly open space with a level floor, and for whatever reason he's probably going to be ready for the PC's, then most of the problems I listed with the weapon become managable.

So more to the point, I'm squashing the weapon as an adventurer's weapon because its not suited to be one. And just to be understood on this, I would do my best to squash any other weapon which seemed ill-suited to adventuring, even if it did exist as a weapon in my game. A good example would be the pike, which exists in my game as an exotic reach weapon with a reach that is beyond that of ordinary pole arms (15'). But its pretty darn squashed as an adventuring weapon because the darn thing is 18' long, and I wouldn't even allow a feat that let you threaten adjacent squares with it and I'd strongly discourage any player that wanted to be a 'cool pike wielder' from following that concept. However, just because it isn't suited to adventuring with and its got lots of problems as an adventuring weapon doesn't mean that it couldn't be wielded in the right circumstances. (Fortunately, the pike is an actual effective battle weapon and not a stagecraft weapon designed mostly to look cool when wielded, so this has never been a problem.)

I think this ties back to another thread I'm participating in about now, which basically asks the question, "How would you implement firearms in your [sword & sorcery] game?" In that thread, I suggested that if I did want to implement musketry, I'd have a reload time of between 4-20 full round actions depending on the period of musketry I wanted to immulate. Several commentators in that thread responded, "Well, what would be the point of that?", since that would they suggest (quite correctly) render musketry a rather unappealing option after the first few levels of play compared to specializing in some other weapon.

The answer is basically, "I'm not interested in options for the same reasons you are." My goal in introducing firearms would not be to render them balanced against other options available as weapons. My goal would be to give the player some feeling for what a musket is like and what role it had in the society of the time in the context of a game which was also classic adventure fantasy. I would note in that context, that heroic figures from the age of musketry - say Zorro, the 'Three Musketeers', or even Kirosawa's 'Seven Samurai' -generally weren't know primarily for thier ability to wield muskets even as and despite the fact that firearms were increasingly dominating warfare of the age. It just may be that a weapon which is suited to a hero is not one suited to some other role in the story, which maybe in part why ancient heroes (real and fictional) again and again return to swords. If I had muskets in the game, I think I'd rather have the characters and players experience the sort of angst reguarding the existance of firearms that a movie like 'Seven Samurai' is steeped in. Musketry is about the diminishment of the heroic, not just another peice of it.

An extreme case of this 'versimilitude issue' in my games is the disappearance of the monk from the class list. Not because I think the monk broken - in fact its probably somewhat underpowered - but because the idea of a guy fighting barehanded against weapons and towering monsterousities of hide and horn on purpose (and not as a last resort) seems just stupid to me. Why? Because in the real world, if you are Bruce Lee with bare hands and I'm wimpy old +1 BAB unatheletic me, but I have a sword, you are going to run away because - being Bruce Lee - you know just how much the fight is in my favor. And my point is that while my game isn't even close to totally grounded in the real world (in the game, the guy playing Bruce Lee easily disarms me and stabs me with my own sword), its somewhat more closer to the real world Bruce Lee than it is the in the movie Bruce Lee compared to say most games you might see run.
 

I feel all alone. I've loved the spiked chain as a thematic weapon since I saw it. I guess it's just easy for my to imagine someone twirling like crazy tearing apart anything that comes close. I don't think I've ever had anyone other than my NPC's use one though.
 

If the spiked chain becomes unbalancing (due to PrC's, feat selections, or whatever), the pc's can always start fighting a lot of Kytons. I'm not a big fan of deliberately nerfing a guy's character (or punishing a player for an effective build), but let's face it, a Kyton would make an awesome recurring villain for a spiked-chain guy.
 


Celebrim said:
Now, please, answer the following questions:

1) How many of the weapons you linked to are spiked?
2) How many of the weapons you linked to are long enough to be considered reach weapons?
3) How many of the weapons you linked to are long enough to be considered reach weapons and spiked?
4) How many of those weapons were actually used as other than concealed or improvised weapons on a regular basis?
5) How many armies do you know of that fielded spike chain wielding units?
6) How many of those weapons are famous - by which I mean that they known of to someone other than a geek - in the same way that swords, spears, bows, javelins, clubs, maces, and so forth are?

In general, I have to wonder what's the point of these questions. Suffice to say, chain weapons existed, some were long (the Kill Bill chain being a good example), and putting spiky protrusions on the business portions of them is no huge deal. The questions regarding their popularity (or lack thereof) seem particularly off-point. Exotic weapons shouldn't be as common as other weapons, and as far as the game goes, it's a good move on the designers' part to provide some bizarre weapons for those players who don't want to wield something off-the-rack.

Is the effectiveness of the spiked chain overplayed in D&D? Sure, why wouldn't it be? D&D is about larger-than-life heroes capable of performing outrageous, physics-defying stunts. There's so much that fails to stand up to notions of verisimilitude (arbitrary concept that it is) that in order to single out one weapon, a dozen others offenders have to go ignored.

Thanee said:
Well, the biggest part is, that you can use it from within a crowd picking out exactly who you want to hit. And after you hit something, you can just do it again and again and again. It's not like the chain is going to wrap around something... but maybe it's incorporeal. ;)

Well, all reach weapons let you strike past a foe, and they all impose a soft cover penalty for doing so. The spiked chain is not special in that regard.
 
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DarkJester said:
I feel all alone. I've loved the spiked chain as a thematic weapon since I saw it. I guess it's just easy for my to imagine someone twirling like crazy tearing apart anything that comes close. I don't think I've ever had anyone other than my NPC's use one though.
I reckon that they should be a bonus weapon for monks past a certain level, as well as the longspear.
 

Legildur said:
I reckon that they should be a bonus weapon for monks past a certain level, as well as the longspear.

Darn Tootin! As for how it might work in a fight there was a Jet Lee movie a while back...I think it was Romeo Must Die but I could be wrong where he took out a bunch of people using nothing but a fire-hose. It was an amazing sequence. As well I don't really like many of the weapons drawn in the PHB. The Scimitar looks like a cutlass and the Rapier...I don't know what they were thinking when they drew that one. There are other artists out there that have drawn the spiked chain that looks more realistic. As well I am not opposed to people just using the spiked chain without the spikes calling it a chain with weights at the end and keeping everything the same but piercing and make it a bludgeoning weapon.

Also I would like to know what the stats would be for someone wielding a rope with a grappling hook at the end as a weapon similar to the spiked chain.
 

The spiked chain is not silly. Anyone see kill bill? That crazy japanese wench used a chain to good effect. You are just adding spikes on the ball. Also just as silly would be the Kusari-gama out of Oriental Adventures. This has reach, tripping, 2 different weapon damage type, blunt and slashing. Both weapons are rare and should have unique character backgrounds to allow in my opinion. A Kusari-gama would be more likely in a ninja setting where as where spiked chain fits in would be up to the dm.
 

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