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Disarm, why so easy?
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<blockquote data-quote="KarinsDad" data-source="post: 3179080" data-attributes="member: 2011"><p>Yes, it is a cost. And you are correct, this has to be combined with other feats to shine.</p><p></p><p>But, when combined with the proper feats, this weapon can become pretty awesome.</p><p></p><p>For example, combine it with Improved Trip, Combat Reflexes, and Karmic Strike (which requires Combat Expertise and Dodge as well).</p><p></p><p>Most any similar sized creature who moves within 10 feet of you or attacks you will give you an AoO Trip and if successful, an attack against them while prone.</p><p></p><p>You also get an attack against them when they try to get up from prone or try to move away.</p><p></p><p>With a high enough Str and Dex, a character can get a lot of attacks in this way per round. Granted, some of those attacks will be due to getting hit himself, but that's the balance of it.</p><p></p><p>Note: A PC doing this should be using his Combat Expertise (and even Improved Combat Expertise or Power Attack) so that he is the one doing most of the tripping and damaging. Tripping is a melee touch attack which is typically easy to make, even at minuses. And of course, this is even better for a Dwarf.</p><p></p><p></p><p>Then, cast Enlarge Person (and Shield Other) on the Spiked Chain wielding creature and the covered area increases, the damage increases, the chance of successfully tripping increases, etc.</p><p></p><p>This allows one PC to hold the line by himself against multiple foes and prevent many of them from getting past him (especially in smaller areas) to the other (especially spell casting) PCs (this assumes that opponents do not attempt to Tumble past him).</p><p></p><p>It's a synergy thing. It's not that this PC is doing so much damage himself (and he still is doing decent damage, only ~3 points less per hit than a Greatsword wielding combatant, 2 average on dice and 1 for 5% less chance to critical, or ~5 points less if Enlarged), it is that he is wasting the actions of multiple opponents. In DND, the number of productive actions per round per side are the lifeblood of winning combats.</p><p></p><p>A character who can Trip (and damage) multiple opponents per round and can control a significant area of the combat field is doing huge things for his team.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 3179080, member: 2011"] Yes, it is a cost. And you are correct, this has to be combined with other feats to shine. But, when combined with the proper feats, this weapon can become pretty awesome. For example, combine it with Improved Trip, Combat Reflexes, and Karmic Strike (which requires Combat Expertise and Dodge as well). Most any similar sized creature who moves within 10 feet of you or attacks you will give you an AoO Trip and if successful, an attack against them while prone. You also get an attack against them when they try to get up from prone or try to move away. With a high enough Str and Dex, a character can get a lot of attacks in this way per round. Granted, some of those attacks will be due to getting hit himself, but that's the balance of it. Note: A PC doing this should be using his Combat Expertise (and even Improved Combat Expertise or Power Attack) so that he is the one doing most of the tripping and damaging. Tripping is a melee touch attack which is typically easy to make, even at minuses. And of course, this is even better for a Dwarf. Then, cast Enlarge Person (and Shield Other) on the Spiked Chain wielding creature and the covered area increases, the damage increases, the chance of successfully tripping increases, etc. This allows one PC to hold the line by himself against multiple foes and prevent many of them from getting past him (especially in smaller areas) to the other (especially spell casting) PCs (this assumes that opponents do not attempt to Tumble past him). It's a synergy thing. It's not that this PC is doing so much damage himself (and he still is doing decent damage, only ~3 points less per hit than a Greatsword wielding combatant, 2 average on dice and 1 for 5% less chance to critical, or ~5 points less if Enlarged), it is that he is wasting the actions of multiple opponents. In DND, the number of productive actions per round per side are the lifeblood of winning combats. A character who can Trip (and damage) multiple opponents per round and can control a significant area of the combat field is doing huge things for his team. [/QUOTE]
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Disarm, why so easy?
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