mayanglyph said:
Exactly.
The spiked chain games that I've played in are constant exercises of 5' moves and trip/AoO max'ing. Many enemies can't effectively mount an attack on a high-strength chain max'er & a supporting group.
Naturally, the spiked chain fighter will play to his strengths, if you let him.
Run forward to try to get within 5' reach, get tripped & suffer huge penalties/take damage. Take a 5' move to get to 10' reach (intending to take another 5' move the next round... noting that "You can’t take more than one 5-foot step in a round, and you can’t take a 5-foot step in the same round when you move any distance")... the chain guy hits/trips you at 10' reach, and takes a 5' move backwards to put you out of effective range.
There are several ways to get around this problem. Ranged attacks and spells are the most obvious. Spring Attack is another. You could also swarm the spiked chain fighter with more opponents than he has AOOs (and each point of Dexterity means less points in Strength in point-buy games). Or you could just use big, tough creatures that just soak the AOO damage and close to give the spiked chain fighter a real pounding.
Use a 10' reach weapon that isn't a cheesy spiked chain, and you can be threatened by 5' reach weapons (including the spiked chain) that you can't respond to.
Just take a 5-ft step back and attack.
And Trip attacks are made against Touch AC (which ignores armor)... which is insanely good.
The initial touch attack is to check whether you can make the trip attack in the first place. Even if you hit, you're into opposed check territory, and if you don't succeed, you could end up tripped instead of your opponent. Trip is useful against opponents of up to your size and strength, but against larger and stronger opponents, it's less useful. Plus, you can also trip with a whip (at longer range, too), a guisarme, a halberd or a flail. If it is a problem, it's not unique to the spiked chain.
Combat Reflexes is the big killer because of the 10' reach/5' threaten. A fairly constant declaration is "I try to move within 10' reach of every enemy" unless I force the use of miniatures.
You need good Dexterity to get the most use of Combat Reflexes, and in point-buy games, that means less Strength (which makes trip less of a problem). Moving within 10 feet of every enemy isn't a great tactic for AOOs anyway, since spellcasters can take a 5-ft step out of reach, and meleers can take a 5-ft step to close.
The other feats are gravy... Finesse, Improved Trip, Disarm etc. Combat Expertise/Improved Trip are stumbling blocks... but that's just part of the overall min/max build, and factoring 13 INT is really easy with the point-buy method... PLUS, if you just dump into Strength, the +4 STR stat mod for Improved Trip isn't that important anyway.
As mentioned, for Combat Reflexes you need good Dexterity and for tripping you need good Strength, and Intelligence 13 for Improved Trip. In a point-buy game, there is a natural trade-off.
It really is all about tripping and 10'/5' threatening (AoOs). It bugs the heck out of me because it forces me to design encounters based on rules crap for SINGLE players rather than fun for an entire group.
Try designing a few encounters around ranged weapons, spells, incorporeal creatures, grapplers, creatures with Spring Attack, and really big creatures that soak AOO damage and close to give the spiked chain fighter a real pounding.
If all the encounters are designed around straight melee combat, it's not difficult to see why the spiked chain fighter is effective.