Spiked Chains: Pure cheese or sometimes OK?


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The spiked chain and dire flail are both very interesting weapons that I've wanted to use for a while, but never ended up in any game I've ran or played in. I'll give them a try, possibly in today's game, and see how they feel.

As for broken, they do cost a feat each to be able to use. That's a pretty hefty price for a non-fighter and being able to afford things like that is the one advantage that fighters have over everyone else.
 

Spiked Chain is fine in my book. I think the backlash against it is a little overblown. It's better than most exotic weapons, yes, but it's still within the realm of argueably balanced, imo. (That is, it's a top tier weapon like the Greatsword, but not a do-it-all weapon everyone is going to want to use)

It's not historical either, but only because it has spikes. Other than that, it's a perfectly legitimate weapon. I just shrug the spikes off as a standard fantasy embellishment like those gigantic warhammers you see everywhere and don't let it bother me. :cool:
 

If you're the DM and you're tired of spiked chains, just send the party up against centaurs (hard to trip), Ogres (reach), things with spears and glaives, and the ever popular.... dwarven monk.

That's right. The dwarven monk is the nightmare of every spiked chain user. He gets +4 to resist trips. He has tumbling. Most likely, he has Dodge and Mobility. So he is very likely to go right through that threatened area, fight the chain fighter toe to toe, and gleefully disarm him... since he is unarmed, he risks nothing but an AoO, and if the spiked chain guy uses it to attempt to trip him, he's more likely to lose the chain than to trip the dwarf.

Spiked chains are also not that great against black puddings.
 

Dagger of Lath said:
The spiked chain and dire flail are both very interesting weapons that I've wanted to use for a while, but never ended up in any game I've ran or played in. I'll give them a try, possibly in today's game, and see how they feel.

As for broken, they do cost a feat each to be able to use. That's a pretty hefty price for a non-fighter and being able to afford things like that is the one advantage that fighters have over everyone else.

Dire flails... well, they're stupid. Have you ever tried to figure out how such a thing would be wielded?
 

I do not hate the spiked chain, but do ban it from most (not all) of the settings that I have run. For me that is just a flavor issue, not a rules issue. I like the weapons to fit the setting.

Oh, as for it being a doulble weapon - I have seen a couple of prestige classes that have that ability while using a spiked chain, but it is not a normal property of the weapon. That said, I see few reasons not to allow either a feat or prestige class to grant that ability, as long as the weapon itself is allowed.

The Auld Grump
 


I don't think its necessarily too bad. I also don't think removing its 10' reach would make it useless, either (just how is one supposed to use it in this manner, anyways?)
 

In our game it was pretty okay. The one PC who had it didn't seem more powerful in combats than others, like my falchion-wielder.

I wonder if those people who decry it as the most munchkin weapon ever have tried it in game? I mean, when Mystic Theurge was published people were very quick in judging it as very overpowered - without trying it in a game. In reality MT was noticed to be a bit on the underpowered side :\
 

Ruleswise, I have no problem with the spiked chain. I do however, have a problem with the trip rules as the RAW present them.

The weapons which people should be screaming blue murder about, are, IMO, the x4 crit weapons. Heavy Pick, Scythe, and Dire Pick. No players enjoy having them used aganst them, either.
 
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