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Exotic Weapon - Greatscythe
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<blockquote data-quote="Nazhkandrias" data-source="post: 3428582" data-attributes="member: 50521"><p>Now that I consider that, yes. When picking between high or low power for a homebrew item, I tend to start with low, to encourage more suggestions for improvement and less cries for nerfing. I think that I will boost this up to 2d6, which from what I've gathered, balances the weapon nicely.</p><p></p><p></p><p>OK, I like that. The only good points to the scythe is it's high critical and ability to trip. And insane coolness. This complements that nicely! Very powerful, and if this required any less feats, it would probably be WAY overpowered. I like the concept and the ability though, but getting a DM to approve it depends on their opinions of trip monkeys, I guess. But at a 5-feat requirement only suitable for a dedicated tripper, it seems fair enough. However, I would add in something about only being able to make ONE extra attack against your opponents at your highest base attack bonus. Otherwise, a high-level fighter could conceivably trip eight enemies and make four attacks against each. Tripping eight enemies is great, and one extra attack is more than enough, let alone four.</p><p></p><p></p><p>I am familiar with the fauchard, along with its combat record. Not good. As for the scythe's combat ability, I agree, it wouldn't be my first choice of weapon, and if I had made this game, I would most likely tone it down a bit (maybe put in a drawback to AC or attack rolls) and categorize it as a simple weapon (something more likely to be used by a peasant). But I didn't, and we can only assume (and hope) that the picture of the scythe in the PH is not actually what people are using. That thing IS pretty laughable, I'll admit. But Exotic Weapon Proficiency (and, to a degree, Martial Weapon Proficiency) assumes heavy training with a particular type of weapon, so it is assumed that SOMEHOW, the character can make effective use of it in combat.</p><p></p><p>As for somebody effectively using a scythe in combat in real life, not likely, I agree. But then again, I doubt many use a spiked chain. Wait, never mind, bad example... <img src="http://www.enworld.org/forum/images/smilies/nervous.png" class="smilie" loading="lazy" alt=":heh:" title="Nervous Laugh :heh:" data-shortname=":heh:" /> But D&D assumes exceptional individuals. If a player picks a weapon, they usually stick with that particular variety. It can be assumed that they've spent years (either during or before an adventure) practicing with it. But, on to real life - a single strike from a scythe is not very dangerous, true. The scythe is topheavy, it can throw someone off balance, but it builds up incredible momentum and leverage through this, delivering insane amounts of force. If someone were to use this to their advantage (lots of spinning maneuvers, plenty of follow through), then it might be a decent weapon. If someone could direct the blade of that thing accurately, then a HEAVILY modified scythe, when combined with momentum and a mastery of the weapon, could serve as a weapon.</p><p></p><p>I posted something like this in another thread, it's how I visualize combat with a scythe. "You make a sweeping slash at their legs, and with a yank and a twist, you take out their legs from under them flip them over. With the inertia from your strike, you continue your swing, raising your scythe as you complete a full turn and then, bringing the weapon over your head and ending your spin, slam the scythe directly through their chestplate. As they feebly try to stand up, you make a mighty downward stroke, pinning them to the ground by their head and ensuring that they won't ever get up." Stylized combat, to be sure, but it's how I would describe it. That would be a trip, followed by a piercing attack from Improved Trip, followed by a piercing attack as an AoO when the foe stands up. Difficult, yes, but plausible for a Dextrous or downright powerful character.</p></blockquote><p></p>
[QUOTE="Nazhkandrias, post: 3428582, member: 50521"] Now that I consider that, yes. When picking between high or low power for a homebrew item, I tend to start with low, to encourage more suggestions for improvement and less cries for nerfing. I think that I will boost this up to 2d6, which from what I've gathered, balances the weapon nicely. OK, I like that. The only good points to the scythe is it's high critical and ability to trip. And insane coolness. This complements that nicely! Very powerful, and if this required any less feats, it would probably be WAY overpowered. I like the concept and the ability though, but getting a DM to approve it depends on their opinions of trip monkeys, I guess. But at a 5-feat requirement only suitable for a dedicated tripper, it seems fair enough. However, I would add in something about only being able to make ONE extra attack against your opponents at your highest base attack bonus. Otherwise, a high-level fighter could conceivably trip eight enemies and make four attacks against each. Tripping eight enemies is great, and one extra attack is more than enough, let alone four. I am familiar with the fauchard, along with its combat record. Not good. As for the scythe's combat ability, I agree, it wouldn't be my first choice of weapon, and if I had made this game, I would most likely tone it down a bit (maybe put in a drawback to AC or attack rolls) and categorize it as a simple weapon (something more likely to be used by a peasant). But I didn't, and we can only assume (and hope) that the picture of the scythe in the PH is not actually what people are using. That thing IS pretty laughable, I'll admit. But Exotic Weapon Proficiency (and, to a degree, Martial Weapon Proficiency) assumes heavy training with a particular type of weapon, so it is assumed that SOMEHOW, the character can make effective use of it in combat. As for somebody effectively using a scythe in combat in real life, not likely, I agree. But then again, I doubt many use a spiked chain. Wait, never mind, bad example... :heh: But D&D assumes exceptional individuals. If a player picks a weapon, they usually stick with that particular variety. It can be assumed that they've spent years (either during or before an adventure) practicing with it. But, on to real life - a single strike from a scythe is not very dangerous, true. The scythe is topheavy, it can throw someone off balance, but it builds up incredible momentum and leverage through this, delivering insane amounts of force. If someone were to use this to their advantage (lots of spinning maneuvers, plenty of follow through), then it might be a decent weapon. If someone could direct the blade of that thing accurately, then a HEAVILY modified scythe, when combined with momentum and a mastery of the weapon, could serve as a weapon. I posted something like this in another thread, it's how I visualize combat with a scythe. "You make a sweeping slash at their legs, and with a yank and a twist, you take out their legs from under them flip them over. With the inertia from your strike, you continue your swing, raising your scythe as you complete a full turn and then, bringing the weapon over your head and ending your spin, slam the scythe directly through their chestplate. As they feebly try to stand up, you make a mighty downward stroke, pinning them to the ground by their head and ensuring that they won't ever get up." Stylized combat, to be sure, but it's how I would describe it. That would be a trip, followed by a piercing attack from Improved Trip, followed by a piercing attack as an AoO when the foe stands up. Difficult, yes, but plausible for a Dextrous or downright powerful character. [/QUOTE]
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