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General Tabletop Discussion
*TTRPGs General
Spiked Chains: Pure cheese or sometimes OK?
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<blockquote data-quote="pawsplay" data-source="post: 3023502" data-attributes="member: 15538"><p>I think the reach of a spiked chain is overrated. You move to within 10' of the wielder and take a full defense. The second round, you either move forward 5' and smack him, or, if he tripped you anyway, you move 5' forward, drawing one AoO (but you cannot be tripped) and either stand up or execute an attack. Even with a -4 to hit, the touch you need to execute a trip or a grapple should be easy to make. </p><p></p><p>Alternatively, if you have Mobility, you take an attack action and attack defensively (whether or not there's an opponent in reach), assign the spiked chain dude as your "dodge buddy" and run headlessly forward. Sure, he gets an AoO. But you have +7 AC (+8 if you have 5 or more ranks of Tumble). And a character with a high enough Tumble skill can ignore reach entirely. </p><p></p><p>Characters with cover are immune to AoOs. So send the dwarf first, and have everyone else file in behind him. Even if the dwarf goes down, that spiked chain is in trouble. The next round, the dwarf's ally is going to move right past him and attack the spiked chain wielder. Now the dward has cover relative to the tripper, and can stand up. If you wanted to be very cautious, your fighter could make a full defense and close with the spiked chain wielder, with everyone else filing in immediately behind him (before the spiked chain wielder acts). If he's feeling cheeky, a tumbling rogue can do the same thing, tumbling past the threatened zone and providing cover for the rest of the party thereafter.</p><p></p><p>A summon monster can be used to summon a monster adjacent to the spiked chain wielder.</p></blockquote><p></p>
[QUOTE="pawsplay, post: 3023502, member: 15538"] I think the reach of a spiked chain is overrated. You move to within 10' of the wielder and take a full defense. The second round, you either move forward 5' and smack him, or, if he tripped you anyway, you move 5' forward, drawing one AoO (but you cannot be tripped) and either stand up or execute an attack. Even with a -4 to hit, the touch you need to execute a trip or a grapple should be easy to make. Alternatively, if you have Mobility, you take an attack action and attack defensively (whether or not there's an opponent in reach), assign the spiked chain dude as your "dodge buddy" and run headlessly forward. Sure, he gets an AoO. But you have +7 AC (+8 if you have 5 or more ranks of Tumble). And a character with a high enough Tumble skill can ignore reach entirely. Characters with cover are immune to AoOs. So send the dwarf first, and have everyone else file in behind him. Even if the dwarf goes down, that spiked chain is in trouble. The next round, the dwarf's ally is going to move right past him and attack the spiked chain wielder. Now the dward has cover relative to the tripper, and can stand up. If you wanted to be very cautious, your fighter could make a full defense and close with the spiked chain wielder, with everyone else filing in immediately behind him (before the spiked chain wielder acts). If he's feeling cheeky, a tumbling rogue can do the same thing, tumbling past the threatened zone and providing cover for the rest of the party thereafter. A summon monster can be used to summon a monster adjacent to the spiked chain wielder. [/QUOTE]
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Spiked Chains: Pure cheese or sometimes OK?
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