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[OA] Weapon Questions
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<blockquote data-quote="shurai" data-source="post: 888611"><p>Actually the properties of the different long weapons in the PHB (and to some degree Sword & Fist and Oriental Adventures) are one of my biggest gripes about D&D 3rd Edition. The fact is that I've seen some of these polearms in use in a relatively realistic environment, and from what I've seen the 3rd Edition OA just gets it <em>wrong</em>. The naginata, for example, isn't really long enough, based on the models I've seen and the forms I've observed, to strike reliably against a foe 10' distant. It's true that it can strike foes about six or seven feet away, which is enough for two squares, but it can very easily strike reliably in the 3' to 5' range, which is perfect for a one-square distance.</p><p></p><p>With the Chinese long weapons I've seen demonstrated and otherwise used in forms and such, I'd say the kwan dao and its brethren aren't well simulated by the naginata at all. A person with a kwan dao can very easily strike someone within arm's reach, so don't use naginata rules.</p><p></p><p>Also, those heavy-ish chinese polearms were usually held near the center of the weapon, to smash opponents with either end, whereas the grip was shifted to the end of the weapon to make long-distance cuts and thrusts.</p><p></p><p>If it were me, I'd say it should work like this:</p><p></p><p>Kwan Dao (and its friends, maybe they'd have special rules for extra prongs/barbs etc):</p><p>Exotic Large Melee Weapon</p><p>Damage: d10/d6 slashing/bludgeoning</p><p>Critical: 20x3/20x2</p><p>Special: The Kwan Dao has two modes: reach mode, and double-weapon mode. Changing between modes, or shifting the grip from the shaft to the blunt end of the weapon, is a free action that doesn't provoke Attacks of Opportunity. The Kwan Dao threatens enemies no more than 5' distant regardless of mode. If a character uses double weapon mode to make extra attacks in the same round as reach mode, the reaching attacks suffer the same penalties to hitting and damage as per usual with double-weapons.</p><p></p><p>So, as an explanation:</p><p>*Exotic: Frankly, this weapon is so heavy that special training is necessary for using it well. Additionally, I believe it was a fairly advanced weapon in historical terms as well. I know that to this day in Chinese martial arts schools it is frequently taught very late in the sequence of weapon forms. Making the weapon Exotic also makes sense given its nifty-keen special abilities. I'd say it's about as powerful as the Spiked Chain, which is also an Exotic Weapon.</p><p></p><p>*Damage codes: Basically, smashing people with the blunt end is standard practice with almost all medium-length polearms that I know of. I felt that d12 damage for the main head might be a bit over the top for balance, given that this weapon is probably doing less damage than a great axe. The Crit range seemed appropriate for the devastating attacks that would occur with the main head.</p><p></p><p>*Special abilities: Frankly, I think almost all oriental polearms should be treated roughly this way: They were absolutely used like double weapons, and they were absolutely used like reach weapons by moving the hands back and forth on the shaft of the weapon. This change is so smooth and fluid that I felt it deserved to be a Free Action.</p><p></p><p>Threatening a 10' area seemed a bit too much considering this weapon's already cool abilities. Frankly, I don't believe the kwan dao was agile enough to take advantage of sudden opportunities when the weapon is held in a position suitable for striking enemies at a distance. Although, I do believe it could be used to swing broadly and strike lots of enemies at far distance.</p><p></p><p>Maybe this will be helpful for your game.</p><p></p><p>-S</p></blockquote><p></p>
[QUOTE="shurai, post: 888611"] Actually the properties of the different long weapons in the PHB (and to some degree Sword & Fist and Oriental Adventures) are one of my biggest gripes about D&D 3rd Edition. The fact is that I've seen some of these polearms in use in a relatively realistic environment, and from what I've seen the 3rd Edition OA just gets it [i]wrong[/i]. The naginata, for example, isn't really long enough, based on the models I've seen and the forms I've observed, to strike reliably against a foe 10' distant. It's true that it can strike foes about six or seven feet away, which is enough for two squares, but it can very easily strike reliably in the 3' to 5' range, which is perfect for a one-square distance. With the Chinese long weapons I've seen demonstrated and otherwise used in forms and such, I'd say the kwan dao and its brethren aren't well simulated by the naginata at all. A person with a kwan dao can very easily strike someone within arm's reach, so don't use naginata rules. Also, those heavy-ish chinese polearms were usually held near the center of the weapon, to smash opponents with either end, whereas the grip was shifted to the end of the weapon to make long-distance cuts and thrusts. If it were me, I'd say it should work like this: Kwan Dao (and its friends, maybe they'd have special rules for extra prongs/barbs etc): Exotic Large Melee Weapon Damage: d10/d6 slashing/bludgeoning Critical: 20x3/20x2 Special: The Kwan Dao has two modes: reach mode, and double-weapon mode. Changing between modes, or shifting the grip from the shaft to the blunt end of the weapon, is a free action that doesn't provoke Attacks of Opportunity. The Kwan Dao threatens enemies no more than 5' distant regardless of mode. If a character uses double weapon mode to make extra attacks in the same round as reach mode, the reaching attacks suffer the same penalties to hitting and damage as per usual with double-weapons. So, as an explanation: *Exotic: Frankly, this weapon is so heavy that special training is necessary for using it well. Additionally, I believe it was a fairly advanced weapon in historical terms as well. I know that to this day in Chinese martial arts schools it is frequently taught very late in the sequence of weapon forms. Making the weapon Exotic also makes sense given its nifty-keen special abilities. I'd say it's about as powerful as the Spiked Chain, which is also an Exotic Weapon. *Damage codes: Basically, smashing people with the blunt end is standard practice with almost all medium-length polearms that I know of. I felt that d12 damage for the main head might be a bit over the top for balance, given that this weapon is probably doing less damage than a great axe. The Crit range seemed appropriate for the devastating attacks that would occur with the main head. *Special abilities: Frankly, I think almost all oriental polearms should be treated roughly this way: They were absolutely used like double weapons, and they were absolutely used like reach weapons by moving the hands back and forth on the shaft of the weapon. This change is so smooth and fluid that I felt it deserved to be a Free Action. Threatening a 10' area seemed a bit too much considering this weapon's already cool abilities. Frankly, I don't believe the kwan dao was agile enough to take advantage of sudden opportunities when the weapon is held in a position suitable for striking enemies at a distance. Although, I do believe it could be used to swing broadly and strike lots of enemies at far distance. Maybe this will be helpful for your game. -S [/QUOTE]
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