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[rant] Spiked Chains are for Power Gamer
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<blockquote data-quote="Al" data-source="post: 1034958" data-attributes="member: 2486"><p>Depends on the campaign, but I'd say that since I tend to run heavy humanoid opponent campaigns they are probably too powerful.</p><p></p><p>The base damage dice, at high level, is relatively trivial. Consider the difference between a spiked chain wielder and a greatsword wielder by 12th level. Both have +2 flaming weapons, 22 strength, and Greater Weapon Spec. The average damage for the spiked chain is 23.5, for the greatsword is 25.5. Even factoring in the crit multiplier differential, the greatsword scarcely does 3 or 4 more points, which at high level is relatively minimal. At high level, remember, the damage dice is clearly superseded by strength, magic and feats.</p><p></p><p>Trip is useful, particularly against spellcasters. It has some usage against archers, but they tend to have very high Dexterity scores. Against casters, however, it's magnificent. High-level casters can back off 30', suck up an AoO for 20 points or so, and then fire back a disintegrate for 100 or so. Not with trip! They fall in place, and risk either drawing an AoO followed by an extreme Concentration check or alternately casting on the defensive. Either way, you can launch into a full attack on a prone opponent.</p><p></p><p>Disarm, however, is of relatively small use due to the prevalence of locked gauntlets.</p><p></p><p>Reach is a wonderful tool, and the single reason why the spiked chain is overpowered is because of its unique threaten at 5' AND 10' ability. The spellcaster above could not back 5' away and cast since he would still be in a threatened zone- which against a traditional reach weapon is still possibly (since he moves from 10' away to 15' away). By moving to adjacent squares, the chain wielder negates the all-important 5' step. You can also really ruin an archer's day. They cannot hope to avoid an AoO if they wish to use their bow (by either 5' stepping or moving away), which may be another trip (rendering them unable to fire their bow) or a sunder (every archer's nightmare). </p><p></p><p>Spiked chains are too powerful because of the 5'/10' threatened area. The base damage dice is insignificant at high levels, and the expenditure of a single feat to the access of this ability is pheonemal. Ask yourself this- if there was a feat for the greatsword which allowed you to threaten at 10', trip and disarm, all at the cost of a -2 penalty to damage and halved threat range, would it be too powerful? Yes? Then so is the spiked chain.</p></blockquote><p></p>
[QUOTE="Al, post: 1034958, member: 2486"] Depends on the campaign, but I'd say that since I tend to run heavy humanoid opponent campaigns they are probably too powerful. The base damage dice, at high level, is relatively trivial. Consider the difference between a spiked chain wielder and a greatsword wielder by 12th level. Both have +2 flaming weapons, 22 strength, and Greater Weapon Spec. The average damage for the spiked chain is 23.5, for the greatsword is 25.5. Even factoring in the crit multiplier differential, the greatsword scarcely does 3 or 4 more points, which at high level is relatively minimal. At high level, remember, the damage dice is clearly superseded by strength, magic and feats. Trip is useful, particularly against spellcasters. It has some usage against archers, but they tend to have very high Dexterity scores. Against casters, however, it's magnificent. High-level casters can back off 30', suck up an AoO for 20 points or so, and then fire back a disintegrate for 100 or so. Not with trip! They fall in place, and risk either drawing an AoO followed by an extreme Concentration check or alternately casting on the defensive. Either way, you can launch into a full attack on a prone opponent. Disarm, however, is of relatively small use due to the prevalence of locked gauntlets. Reach is a wonderful tool, and the single reason why the spiked chain is overpowered is because of its unique threaten at 5' AND 10' ability. The spellcaster above could not back 5' away and cast since he would still be in a threatened zone- which against a traditional reach weapon is still possibly (since he moves from 10' away to 15' away). By moving to adjacent squares, the chain wielder negates the all-important 5' step. You can also really ruin an archer's day. They cannot hope to avoid an AoO if they wish to use their bow (by either 5' stepping or moving away), which may be another trip (rendering them unable to fire their bow) or a sunder (every archer's nightmare). Spiked chains are too powerful because of the 5'/10' threatened area. The base damage dice is insignificant at high levels, and the expenditure of a single feat to the access of this ability is pheonemal. Ask yourself this- if there was a feat for the greatsword which allowed you to threaten at 10', trip and disarm, all at the cost of a -2 penalty to damage and halved threat range, would it be too powerful? Yes? Then so is the spiked chain. [/QUOTE]
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[rant] Spiked Chains are for Power Gamer
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