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General Tabletop Discussion
*Pathfinder & Starfinder
Spiked Chain + Great Cleave = DM's Nightmare
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<blockquote data-quote="Lord Zardoz" data-source="post: 3861058" data-attributes="member: 704"><p>Your game, your call. Just be aware that players generally revolt at any hint of trying to nerf or modify something you already let into the game. If your looking for ways to work around it within the rules as written, plenty of suggestions have been made. If your looking for a justification to nerf the weapon, I suspect you will find (as I did in a similar thread I posted a year ago), that most of the responses here will be unsympathetic.</p><p></p><p>Regardless of the game type, the players tend to adapt to the DM style and build to be effective within it pretty quickly. If you like Mooks, your players will go for things like the Spiked Chain, High AC, and Fireball type AoE spells. If you like using human NPC's, you can expect your players to discover the joys of Hold Person, Hideous Laughter, and Disarm spells. If you like using 'Giants' and other durable heavy hitters, your players will show you how much fun maxed out Power Attack's by raging barbarians can be if the AC is low. And if you like spell casters, your players will discover Grapple.</p><p></p><p>If you try to Nerf the Chain, I suspect one of two things will happen. First, you will not nerf it enough, and the player will discover a work around, and drop you back to square one. Second, you will nerf it too much and render a character concept that a player has been running with for a while useless. This will result in you having arguements with the player, or outright losing the player (and probably his wife it it comes to that).</p><p></p><p>Essentially, players will view any attempt to nerf a spell, feat, or item you let into your game as a punishment for actually being successful within the game you are running.</p><p></p><p>As has been mentioned, this is a thread topic that tends to reoccur with some frequency. There are really only two solutions to this.</p><p></p><p>1) Use the work arounds suggested above and try to get around the problems.</p><p></p><p>2) Speak with the player, tell him you did not realize how much of an impact the spiked chain would have on the kind of game you like to run. Ask him to retire the character so you can in turn retire the spiked chain. Then let the player introduce a new character.</p><p></p><p>If your not willing to go with solution 1, then solution 2 is your only real option. And I suspect that even then, the player may choose a different character type that can still render your Mook Swarms ineffective, like a Sor / Fighter that uses Enlarge to get the same threat area as a normal sized character using a Spiked Chain.</p><p></p><p>END COMMUNICATION</p></blockquote><p></p>
[QUOTE="Lord Zardoz, post: 3861058, member: 704"] Your game, your call. Just be aware that players generally revolt at any hint of trying to nerf or modify something you already let into the game. If your looking for ways to work around it within the rules as written, plenty of suggestions have been made. If your looking for a justification to nerf the weapon, I suspect you will find (as I did in a similar thread I posted a year ago), that most of the responses here will be unsympathetic. Regardless of the game type, the players tend to adapt to the DM style and build to be effective within it pretty quickly. If you like Mooks, your players will go for things like the Spiked Chain, High AC, and Fireball type AoE spells. If you like using human NPC's, you can expect your players to discover the joys of Hold Person, Hideous Laughter, and Disarm spells. If you like using 'Giants' and other durable heavy hitters, your players will show you how much fun maxed out Power Attack's by raging barbarians can be if the AC is low. And if you like spell casters, your players will discover Grapple. If you try to Nerf the Chain, I suspect one of two things will happen. First, you will not nerf it enough, and the player will discover a work around, and drop you back to square one. Second, you will nerf it too much and render a character concept that a player has been running with for a while useless. This will result in you having arguements with the player, or outright losing the player (and probably his wife it it comes to that). Essentially, players will view any attempt to nerf a spell, feat, or item you let into your game as a punishment for actually being successful within the game you are running. As has been mentioned, this is a thread topic that tends to reoccur with some frequency. There are really only two solutions to this. 1) Use the work arounds suggested above and try to get around the problems. 2) Speak with the player, tell him you did not realize how much of an impact the spiked chain would have on the kind of game you like to run. Ask him to retire the character so you can in turn retire the spiked chain. Then let the player introduce a new character. If your not willing to go with solution 1, then solution 2 is your only real option. And I suspect that even then, the player may choose a different character type that can still render your Mook Swarms ineffective, like a Sor / Fighter that uses Enlarge to get the same threat area as a normal sized character using a Spiked Chain. END COMMUNICATION [/QUOTE]
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Spiked Chain + Great Cleave = DM's Nightmare
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