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[rant] Spiked Chains are for Power Gamer
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<blockquote data-quote="Al" data-source="post: 1039662" data-attributes="member: 2486"><p>Lotus- your statistics are incorrect. The average of 2d6 is 7, not 9, as you infer (9+11=20). This gives the greatsword a modified total of 24.6 (including the magic bonus) to the spiked chain 20.6- a % difference of roughly 17%. The question is thus- is 17% extra damage for a greatsword worth the tactical usages of a spiked chain? If you need a 6 to hit and have three attacks per round, then this difference is made up if the spiked chain can gain an extra attack of opportunity every 2.94 rounds (call it 3). In my experience, the spiked chain gains the extra AoO (over a 5' reach weapon) far more often than one round in three, and this does not even begin to account for its other tactical opportunity (tripping, disarming, the unique reach). </p><p></p><p> </p><p></p><p>Accounted for in the above analysis.</p><p></p><p> </p><p></p><p>Fair enough, though wizardly Cons will be lower due to the nerfing of Endurance. I'm happy to concede this though, particularly at high levels (12+).</p><p></p><p> </p><p></p><p>This is certainly an interesting line of argument, but it's very campaign-dependent. I favour humanoid classed opponents, so the new DR is less of an issue. Nevertheless, the point is solid. In most cases, I would argue that fighters are better off having a single 'primary' weapon and a few backups. However, in this case, the greatsword/ranseur example is likely to be faulty if they are of different types in the light of a DR argument, since their utility is derived from the fact that both were assumed to be of equal utility against any given opponent. Against an opponent with DR/adamantium, you character will wield *only* his adamantium weapon; whilst against a DR/cold iron, he will wield *only* his cold iron weapon. The greatsword/ranseur example assumes that both are used and both are equally effective, which is moot in light of your reasoning. Whilst your logic is solid (i.e. multiple weapons are encouraged) its pertinency to the specific example is not.</p><p></p><p>Incidentally, of course, trip becomes much much more useful with the Knockdown feat (S&F) which enables a free trip attack with a weapon that deals more than 10 points of damage. It's a huge boon to tripping weapon, particularly two-handed tripper (since 10 points of damage is almost a dead cert past about levels 1-3).</p></blockquote><p></p>
[QUOTE="Al, post: 1039662, member: 2486"] Lotus- your statistics are incorrect. The average of 2d6 is 7, not 9, as you infer (9+11=20). This gives the greatsword a modified total of 24.6 (including the magic bonus) to the spiked chain 20.6- a % difference of roughly 17%. The question is thus- is 17% extra damage for a greatsword worth the tactical usages of a spiked chain? If you need a 6 to hit and have three attacks per round, then this difference is made up if the spiked chain can gain an extra attack of opportunity every 2.94 rounds (call it 3). In my experience, the spiked chain gains the extra AoO (over a 5' reach weapon) far more often than one round in three, and this does not even begin to account for its other tactical opportunity (tripping, disarming, the unique reach). Accounted for in the above analysis. Fair enough, though wizardly Cons will be lower due to the nerfing of Endurance. I'm happy to concede this though, particularly at high levels (12+). This is certainly an interesting line of argument, but it's very campaign-dependent. I favour humanoid classed opponents, so the new DR is less of an issue. Nevertheless, the point is solid. In most cases, I would argue that fighters are better off having a single 'primary' weapon and a few backups. However, in this case, the greatsword/ranseur example is likely to be faulty if they are of different types in the light of a DR argument, since their utility is derived from the fact that both were assumed to be of equal utility against any given opponent. Against an opponent with DR/adamantium, you character will wield *only* his adamantium weapon; whilst against a DR/cold iron, he will wield *only* his cold iron weapon. The greatsword/ranseur example assumes that both are used and both are equally effective, which is moot in light of your reasoning. Whilst your logic is solid (i.e. multiple weapons are encouraged) its pertinency to the specific example is not. Incidentally, of course, trip becomes much much more useful with the Knockdown feat (S&F) which enables a free trip attack with a weapon that deals more than 10 points of damage. It's a huge boon to tripping weapon, particularly two-handed tripper (since 10 points of damage is almost a dead cert past about levels 1-3). [/QUOTE]
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[rant] Spiked Chains are for Power Gamer
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