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[rant] Spiked Chains are for Power Gamer
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<blockquote data-quote="Elder-Basilisk" data-source="post: 1040204" data-attributes="member: 3146"><p>I'd argue that the assumed campaign setting probably has a significant number of monster-combats though. It's important to note, however, that even in a humanoid dependent setting, spells like Righteous Might (grants alignment DR), Protection from Arrows (DR/Magic), Summon Monster (Fiendish/Celestial templates grant DR/Magic), Stoneskin and Iron Body (DR/Adamantium) mean that the new DR system will have a significant effect.</p><p></p><p></p><p></p><p>Actually, the setup need not assume that they're of equal utility against any given opponent. </p><p></p><p>Against humanoids, the character could use the Guisarm for the AoO/trip/improved trip routine and the greatsword when they finally close. In that situation, the greatsword is acknowledged to be of greater utility for damaging opponents up close while the guisarme is of greater utility for tripping them or damaging them at range.</p><p></p><p>Against creatures with reach, the guisarm has greater utility in round 1 (and in further rounds if you want to remain on the edge of their reach (for the ability to be more easily healed and to withdraw) but the greatsword has greater utility for simply damaging them.</p><p></p><p>Against creatures with DR, however, he could exclusively use one or the the other--(taking the AoO before dropping the guisarm if appropriate).</p><p></p><p></p><p></p><p>That is probably true. However, the argument is not that the greatsword/ranseur combo doesn't suffer from disadvantages in such situations. Instead, the argument is that such a combo suffers from LESS of a disadvantage in such situations than a character with a spiked chain.</p><p></p><p>First, the character has quickdraw which enables him to switch weapons without disadvantage. The spiked chain guy also has to switch weapons but loses at least an MeA (and therefore the possibility of a single full attack action) to do so.</p><p></p><p>Second, because the Greatsword/Guisarme character regularly uses both weapons, it's likely that whichever one he ends up using is significantly better than the spiked chain guy's backup. He can have 2 +4 weapons for only a little bit more than Spiked Chain Guy's single +5 weapon. There's not too much of a difference between the +4 and +5 against foes who don't care which weapons are used. There's a bigger difference between +4 special material and +2 special material.</p><p></p><p></p><p></p><p>True to some extent. Buth the need for multiple weapons was listed as Greatsword/Ranseur guy's weakness. If everyone needs multiple weapons anyway, it's not a weakness. And having Quickdraw is a strength.</p><p></p><p></p><p></p><p>I really don't see Knockdown as a very impressive feat--except for characters who could not ordinarily use their weapons to trip. (Knockdown enables a character to trip with a glaive for instance). For a character with improved trip, it would usually make sense to take the attack as a trip attack and then take the improved trip free attack instead. (That way, the damaging attack gets +4 to hit). And if the opponent is one you wouldn't usually try to trip, you probably won't take the Knockdown trip attack either--since it doesn't eliminate the possibility of being counter-tripped.</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 1040204, member: 3146"] I'd argue that the assumed campaign setting probably has a significant number of monster-combats though. It's important to note, however, that even in a humanoid dependent setting, spells like Righteous Might (grants alignment DR), Protection from Arrows (DR/Magic), Summon Monster (Fiendish/Celestial templates grant DR/Magic), Stoneskin and Iron Body (DR/Adamantium) mean that the new DR system will have a significant effect. [b][/b] Actually, the setup need not assume that they're of equal utility against any given opponent. Against humanoids, the character could use the Guisarm for the AoO/trip/improved trip routine and the greatsword when they finally close. In that situation, the greatsword is acknowledged to be of greater utility for damaging opponents up close while the guisarme is of greater utility for tripping them or damaging them at range. Against creatures with reach, the guisarm has greater utility in round 1 (and in further rounds if you want to remain on the edge of their reach (for the ability to be more easily healed and to withdraw) but the greatsword has greater utility for simply damaging them. Against creatures with DR, however, he could exclusively use one or the the other--(taking the AoO before dropping the guisarm if appropriate). [b][/b] That is probably true. However, the argument is not that the greatsword/ranseur combo doesn't suffer from disadvantages in such situations. Instead, the argument is that such a combo suffers from LESS of a disadvantage in such situations than a character with a spiked chain. First, the character has quickdraw which enables him to switch weapons without disadvantage. The spiked chain guy also has to switch weapons but loses at least an MeA (and therefore the possibility of a single full attack action) to do so. Second, because the Greatsword/Guisarme character regularly uses both weapons, it's likely that whichever one he ends up using is significantly better than the spiked chain guy's backup. He can have 2 +4 weapons for only a little bit more than Spiked Chain Guy's single +5 weapon. There's not too much of a difference between the +4 and +5 against foes who don't care which weapons are used. There's a bigger difference between +4 special material and +2 special material. [b][/b] True to some extent. Buth the need for multiple weapons was listed as Greatsword/Ranseur guy's weakness. If everyone needs multiple weapons anyway, it's not a weakness. And having Quickdraw is a strength. [b][/B] I really don't see Knockdown as a very impressive feat--except for characters who could not ordinarily use their weapons to trip. (Knockdown enables a character to trip with a glaive for instance). For a character with improved trip, it would usually make sense to take the attack as a trip attack and then take the improved trip free attack instead. (That way, the damaging attack gets +4 to hit). And if the opponent is one you wouldn't usually try to trip, you probably won't take the Knockdown trip attack either--since it doesn't eliminate the possibility of being counter-tripped. [/QUOTE]
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[rant] Spiked Chains are for Power Gamer
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