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General Tabletop Discussion
*Pathfinder & Starfinder
Spiked Chain: The Ultimate Defenders Wep or Sir Not Appearing in the Edition?
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<blockquote data-quote="Kaisoku" data-source="post: 4056875" data-attributes="member: 58447"><p>I'm currently playing a Spike Chain, high HP melee character in a Core Rules Only game of War of the Burning Sky.</p><p></p><p>I can honestly say, that it's the only way I can keep up with the casters and the rogue with his 5d6 sneak attack (so far). A Core Rules fighter really has no options for being able to hold his own, so yeah... I decided to powergame it and bring on the Spiked Chain.</p><p></p><p>Adding things like Enlarge and Stand Still (psionics are "in", so SRD = Core Rules in this case.. even though it's not even really a psionic feat.. whatever), mean I can actually do my job of stopping the 50 Strength creatures I'm going to be coming up against soon.</p><p></p><p>In all honesty though.. my actions in combat are fairly quick. Granted, I've written down most of my bonuses ahead of time so I can roll quickly (and the DM is aware that Trips are the flavour of the day). For the most part, the Cleric deciding on what spell to cast (or to melee instead) has taken longer time at the table than my rolling due to a Spike Chain.</p><p></p><p></p><p>What I'm getting at is... in 4e, if the ability to lock down combat as a Defender is available, then the Spike Chain's 3e "power level" will already be met, and won't need to be overblown.</p><p></p><p>I like to think that it'll be like the Polearm example... where training allows attacking adjacent foes, and the weapon itself is considered "good" for certain maneuvers (like sword is "well rounded" while axe is "offensive", etc).</p></blockquote><p></p>
[QUOTE="Kaisoku, post: 4056875, member: 58447"] I'm currently playing a Spike Chain, high HP melee character in a Core Rules Only game of War of the Burning Sky. I can honestly say, that it's the only way I can keep up with the casters and the rogue with his 5d6 sneak attack (so far). A Core Rules fighter really has no options for being able to hold his own, so yeah... I decided to powergame it and bring on the Spiked Chain. Adding things like Enlarge and Stand Still (psionics are "in", so SRD = Core Rules in this case.. even though it's not even really a psionic feat.. whatever), mean I can actually do my job of stopping the 50 Strength creatures I'm going to be coming up against soon. In all honesty though.. my actions in combat are fairly quick. Granted, I've written down most of my bonuses ahead of time so I can roll quickly (and the DM is aware that Trips are the flavour of the day). For the most part, the Cleric deciding on what spell to cast (or to melee instead) has taken longer time at the table than my rolling due to a Spike Chain. What I'm getting at is... in 4e, if the ability to lock down combat as a Defender is available, then the Spike Chain's 3e "power level" will already be met, and won't need to be overblown. I like to think that it'll be like the Polearm example... where training allows attacking adjacent foes, and the weapon itself is considered "good" for certain maneuvers (like sword is "well rounded" while axe is "offensive", etc). [/QUOTE]
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Community
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Spiked Chain: The Ultimate Defenders Wep or Sir Not Appearing in the Edition?
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