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General Tabletop Discussion
*Pathfinder & Starfinder
Any DM's not allowing Spiked Chains?
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<blockquote data-quote="TheGogmagog" data-source="post: 3373266" data-attributes="member: 27702"><p>It's banned in the game I play in.</p><p></p><p>I wouldn't ban it in a game I DM'd which isn't going to be anytime soon. </p><p></p><p>As mentioned it's a 'bad weapon' when combined with a character with Trip feats. It's apparently not terribly more powerful than a Guisarme though. In retrospect I think the problem is partly with the trip mechanics, but moreso with the stacking of modifiers. The 'rule of thumb' is modifiers should be limited to +2. In contrast Improved trip gives +4, and Enlarge gives another +5 including the strenght modifier. If I were to DM I would either make modifiers not stack, or limit them to +2 each.</p><p></p><p>The only things the weapon contributes to the problem is reach and the option of droping the weapon. Dropping the weapon to avoid a trip is a mixed blessing. Triping with reach is the only advantage I think is worth considering. Mainly is it lets you stop people from advancing on you, and better combined with combat reflexes. However all reach weapons can trip this isn't unique to the Guisarme and Spiked chain. If this is overpowered then all reach weapons are overpowered. If you feel this is a problem, you could require trip to involve a natural attack (push with weapon, trip with foot), therefore would only work for reach if you had a natual attack with reach.</p><p></p><p><span style="font-size: 9px">Note to current DM, these were realizations AFTER playing a triping character. Actually mostly while writing up the reply.</span></p><p></p><p>Also, I did have a character with a spiked chain in a 3.0 game I ran, and it wasn't impressive even with Improved Trip and Knockdown. The main problem for him was magic spiked chains were not found as treasure or available in 'magic shops' at the level they were at. Something exotic like that would require custom craft or Sigil. I also toyed with the idea of making it a double headed weapon, but never made a decision on it.</p></blockquote><p></p>
[QUOTE="TheGogmagog, post: 3373266, member: 27702"] It's banned in the game I play in. I wouldn't ban it in a game I DM'd which isn't going to be anytime soon. As mentioned it's a 'bad weapon' when combined with a character with Trip feats. It's apparently not terribly more powerful than a Guisarme though. In retrospect I think the problem is partly with the trip mechanics, but moreso with the stacking of modifiers. The 'rule of thumb' is modifiers should be limited to +2. In contrast Improved trip gives +4, and Enlarge gives another +5 including the strenght modifier. If I were to DM I would either make modifiers not stack, or limit them to +2 each. The only things the weapon contributes to the problem is reach and the option of droping the weapon. Dropping the weapon to avoid a trip is a mixed blessing. Triping with reach is the only advantage I think is worth considering. Mainly is it lets you stop people from advancing on you, and better combined with combat reflexes. However all reach weapons can trip this isn't unique to the Guisarme and Spiked chain. If this is overpowered then all reach weapons are overpowered. If you feel this is a problem, you could require trip to involve a natural attack (push with weapon, trip with foot), therefore would only work for reach if you had a natual attack with reach. [SIZE=1]Note to current DM, these were realizations AFTER playing a triping character. Actually mostly while writing up the reply.[/SIZE] Also, I did have a character with a spiked chain in a 3.0 game I ran, and it wasn't impressive even with Improved Trip and Knockdown. The main problem for him was magic spiked chains were not found as treasure or available in 'magic shops' at the level they were at. Something exotic like that would require custom craft or Sigil. I also toyed with the idea of making it a double headed weapon, but never made a decision on it. [/QUOTE]
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Any DM's not allowing Spiked Chains?
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