Mage/Fighter - why develop focus on q.staff?

Driddle

First Post
For general discussion: What purpose, other than a vague character "flavor," would be served by a multiclassed fighter/mage (wizard or sorcerer) preferring to focus his martial training on quarterstaff rather than sword or other melee weapon? It just seems that once he gains all the martial weapon proficiencies associated with the fighter class, there's no reason to stick with a measley ol' walking stick anymore. Heck, even in the DMG most of the really cool magic weapons are swords or other blades. Any reasons you can suggest he should stay with staff?
 

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If he were a Monte Cook Arcana Unearthed Magister, he'd have an excellent reason to (he needs that staff!); for 3E, there is no game mechanical reason, just style.

One suggestion that comes to me: A fighter/wizard who takes about two or three fighter levels, uses the extra feats for things like expertise, weapon focus, and power attack, and then dresses as a traditional wizard, staff included. People may vastly underestimate him in one-on-one combat. (After all, the Q-staff is a two-handed weapon, and power attack gives you that two-for-one damage deal.)
 

The fact that it doesn't necessarily look like a weapon can be useful, if a bit clicheed! The suprise value that someone wearing a dress and pointy hat combination can actually fight with their walking staff?

Now, putting vague flavour reasons aside.

It's not a bad weapon if you've got the feats to spend... non exotic double weapon, usable as a 2 handed weapon... it's versatile.

Additionally at high levels you can wield a magic staff as a weapon. Surely, having a melee weapon that doubles up as an uber-wand can't be a bad thing.
 

It's the only double weapon that doesn't take exotic proficiency to use. If the character is a multiclass and going the double weapon route, he may decide that he doesn't have enough feats to spend one on EWP. After all, he will want to take the entire TWF chain and that's already quite a bit for anyone that isn't a straight fighter. Also, a magical quarterstaff is way easier to find than a magical double bladed sword or whatever. Unless the DM tends to let the characters find what they need, or unless there is a lot of magic item creation in the campaign, you will almost never find a good magical double weapon that isn't a quarterstaff.

Besides, as a certain fantasy movie trilogy taught us, wizards aren't above whacking each other and the people around them with their staves. :D
 
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re Power Attack: +2 damage for every -1 to hit ... Hmmmm. I hadn't even considered that particular feat; don't use it often enough. Thanks bunches.
 




I would kinda like it if, in future editions, the rules didn't make weapons different, and instead your feats did.

For instance, every two-handed fighting style (whether it's got two swords, one big sword, a spear, whatever) would deal 1d10 points of damage plus twice your Strength bonus. Every one-handed fighting style (basically anything that would let you use a shield for defense) would deal 1d6 points of damage plus your Strength bonus. Every attack made in a grapple, or made by a reach weapon used in close combat, does 1d4 points of damage plus your Strength bonus.

Size doesn't matter. Things no longer get size bonuses or penalties to attack rolls or AC, so the only things that change are Strength bonuses, and reach.

For weapons like whips and spiked chains that can be used either close or at reach do damage one die size lower for every square of reach, so a spiked chain (10 ft, two squares) is a two-handed weapon that does 1d6 (two sizes less than d10). A whip (15 ft, three squares) is a one-handed weapon that does d2 (three sizes less than d6). And yes, a whip can harm anyone, even someone in armor. Just imagine that you're wrapping around their leg and yanking, causing some sort of tendon and muscle damage.

If you have Martial Combat Proficiency, increase the damage die by 1 step.
 

1: Research arcane versions of Shillelagh and Spikes and you're one frightening piece of work.

2: Very very easy to replace a lost weapon. captured? caught unawares and unarmed? get a stout branch, remove the ends off a coat rack, or take the head off a broom and you're ready to roll.

3: Craft Staff + Craft Magic Arms and Armor. It's your weapon AND it has charge abilities.

4: Check out Errant Story (by Michael Poe, the same guy who did Exploitation Now). Go to the archives and click on Chapter 2. Observe fighter/mage staff fightey goodness.

^_^
 

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