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General Tabletop Discussion
*Pathfinder & Starfinder
Any DM's not allowing Spiked Chains?
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<blockquote data-quote="Korak" data-source="post: 3382462" data-attributes="member: 9781"><p>More than a few people have made reference in this thread to the horrible crit range and multiplier of the spiked chain (20/x2), but it remains my impression that this is a factor that many people who feel spike chains are overpowered don't give enough weight to. There is a substantial damage trade-off that is made by a two-handed weapon wielder who takes the spiked chain over a falchion or a greataxe (Exotic Weapon Masters' "flurry of strikes" ability not-withstanding). That is a large cost to pay along with the feat for EWP. I have played many melee damage dealing type characters in 3.0 and 3.5 some with spiked chains, some without. The spiked chain guys had more options for certain. They were good at battlefield control (which is one of the things reach weapons are supposed to be for). However, the spiked chain guys did a good bit less damage. A falchion crits 3 times more often than a spiked chain. A greataxe crits at the same rate, but at least it triples the two handed strength and power attack mods... and it goes to 3d6 when enlarged vs 2d6 for the chain. Then, of course, there is the lovely bastard sword, which, combined with the Exotic Weapon Master prestige class "Uncanny Blow" ability, crits twice as often, gets more out of your strength, and does a good bit more base damage.</p><p></p><p>Yes, the spiked chain can do what nearly any other weapon on the charts can do all at the same time. However, the price for this ability is crappy base damage (that stays crappy with a size increase) and an absolute minimum crit profile. Just remember how much damage crits can represent when you are playing with two handed power attack and strength bonus. Anything you can do with a spiked chain, you can do better with a different weapon.</p><p></p><p>FWIW, I think the choice is roughly balanced.</p></blockquote><p></p>
[QUOTE="Korak, post: 3382462, member: 9781"] More than a few people have made reference in this thread to the horrible crit range and multiplier of the spiked chain (20/x2), but it remains my impression that this is a factor that many people who feel spike chains are overpowered don't give enough weight to. There is a substantial damage trade-off that is made by a two-handed weapon wielder who takes the spiked chain over a falchion or a greataxe (Exotic Weapon Masters' "flurry of strikes" ability not-withstanding). That is a large cost to pay along with the feat for EWP. I have played many melee damage dealing type characters in 3.0 and 3.5 some with spiked chains, some without. The spiked chain guys had more options for certain. They were good at battlefield control (which is one of the things reach weapons are supposed to be for). However, the spiked chain guys did a good bit less damage. A falchion crits 3 times more often than a spiked chain. A greataxe crits at the same rate, but at least it triples the two handed strength and power attack mods... and it goes to 3d6 when enlarged vs 2d6 for the chain. Then, of course, there is the lovely bastard sword, which, combined with the Exotic Weapon Master prestige class "Uncanny Blow" ability, crits twice as often, gets more out of your strength, and does a good bit more base damage. Yes, the spiked chain can do what nearly any other weapon on the charts can do all at the same time. However, the price for this ability is crappy base damage (that stays crappy with a size increase) and an absolute minimum crit profile. Just remember how much damage crits can represent when you are playing with two handed power attack and strength bonus. Anything you can do with a spiked chain, you can do better with a different weapon. FWIW, I think the choice is roughly balanced. [/QUOTE]
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Any DM's not allowing Spiked Chains?
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