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Community
General Tabletop Discussion
*TTRPGs General
Is the Greatsword the ultimate weapon?
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<blockquote data-quote="Elder-Basilisk" data-source="post: 1418001" data-attributes="member: 3146"><p>Different weapons are optimal for different characters in different campaigns. A pretty good definition of balance if you ask me.</p><p></p><p>Greatswords are ideal at low-mid level against most creatures and at high level against noncritable creatures (scythes and Falchions are slightly better at high levels against crittable creatures)....as long as those creatures fall into the category of "generally will hit as long as they don't power attack" or "always hit but don't have power attack.</p><p></p><p>Longsword/Battle Axe/Warhammer and shield are good against the "have a good chance of hitting but gets cut down to maybe 25-30% if you're using a good shield" crowd of monster or the monsters where the +2 to +9 AC bonus from a shield takes attacks from Always hits/Always hits/Usually hits to Usually hits/sometimes hits/rarely hits. They're also better choices for characters who use dodge and expertise.</p><p></p><p>Scimitars and Heavy picks get a nod here since they probably score more average damage/round against crittable foes at very high levels.</p><p></p><p>Dwarven Waraxes and Bastard Swords get higher marks in the same are but cost a feat (except for dwarves).</p><p></p><p>Dual wielding gets good marks when using Wounding weapons, double weapons (in a "I can usually full attack" situation), when fighting against favored enemies, in a situation where you have more non-strength damage bonusses (specialization, bardsong, divine power, spikes, prayer, etc) than strength damage bonusses or when sneak attacking (though I think it's somewhat overrated there since sneak attackers often need to tumble into position and that's not compatible with TWF) and gets an honorable in the Improved Shield bash "more damage than weapon+shield and way more AC than two handed weapon" situations.</p><p></p><p>Then there are the thinking warrior's weapons. Glaives have reach and tend to get more AoOs than greatswords, boosting their effectiveness when spring attacking a single foe one on one, fighting a foe with reach (you don't need to provoke an AoO), or fighting lots of smaller foes--all of whom could provoke AoOs.</p><p></p><p>Spiked chains have most of the same advantages plus the ability to trip and the ability to stay put rather than moving back in order to threaten your foes at the cost of slightly less damage, and one feat.</p><p></p><p>Guisarms (my personal favorite) have nearly all of the advantages of a glaive but trade a half point of damage for the ability to trip--a very very useful ability in 3.5.</p><p></p><p>Halberds trade slightly less damage than a greatsword for tripping ability and the ability to set vs. charge--which may or may not be useful but certainly can fit into a lot of strategies.</p><p></p><p>Heavy Flails are like halberds but get bludgeoning damage and a disarm bonus in return for a 1.5 point reduction in damage per hit vs. a greatsword</p><p></p><p>Light flails are to longswords as heavy flails are to greatswords.</p><p></p><p>Etc. Etc.</p><p></p><p>Basically, when it comes down to it, Greatswords are the best weapon for an offensively focussed fighter who doesn't mind (or can't ever avoid) getting hit and doesn't make much use of special manuevers. All the other weapons have their place though.</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 1418001, member: 3146"] Different weapons are optimal for different characters in different campaigns. A pretty good definition of balance if you ask me. Greatswords are ideal at low-mid level against most creatures and at high level against noncritable creatures (scythes and Falchions are slightly better at high levels against crittable creatures)....as long as those creatures fall into the category of "generally will hit as long as they don't power attack" or "always hit but don't have power attack. Longsword/Battle Axe/Warhammer and shield are good against the "have a good chance of hitting but gets cut down to maybe 25-30% if you're using a good shield" crowd of monster or the monsters where the +2 to +9 AC bonus from a shield takes attacks from Always hits/Always hits/Usually hits to Usually hits/sometimes hits/rarely hits. They're also better choices for characters who use dodge and expertise. Scimitars and Heavy picks get a nod here since they probably score more average damage/round against crittable foes at very high levels. Dwarven Waraxes and Bastard Swords get higher marks in the same are but cost a feat (except for dwarves). Dual wielding gets good marks when using Wounding weapons, double weapons (in a "I can usually full attack" situation), when fighting against favored enemies, in a situation where you have more non-strength damage bonusses (specialization, bardsong, divine power, spikes, prayer, etc) than strength damage bonusses or when sneak attacking (though I think it's somewhat overrated there since sneak attackers often need to tumble into position and that's not compatible with TWF) and gets an honorable in the Improved Shield bash "more damage than weapon+shield and way more AC than two handed weapon" situations. Then there are the thinking warrior's weapons. Glaives have reach and tend to get more AoOs than greatswords, boosting their effectiveness when spring attacking a single foe one on one, fighting a foe with reach (you don't need to provoke an AoO), or fighting lots of smaller foes--all of whom could provoke AoOs. Spiked chains have most of the same advantages plus the ability to trip and the ability to stay put rather than moving back in order to threaten your foes at the cost of slightly less damage, and one feat. Guisarms (my personal favorite) have nearly all of the advantages of a glaive but trade a half point of damage for the ability to trip--a very very useful ability in 3.5. Halberds trade slightly less damage than a greatsword for tripping ability and the ability to set vs. charge--which may or may not be useful but certainly can fit into a lot of strategies. Heavy Flails are like halberds but get bludgeoning damage and a disarm bonus in return for a 1.5 point reduction in damage per hit vs. a greatsword Light flails are to longswords as heavy flails are to greatswords. Etc. Etc. Basically, when it comes down to it, Greatswords are the best weapon for an offensively focussed fighter who doesn't mind (or can't ever avoid) getting hit and doesn't make much use of special manuevers. All the other weapons have their place though. [/QUOTE]
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