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Stats on Greatspear

hmmm, intresting, I always assumed the 10' note in the range increment table of CW to refer to the reach this weapon offered, since it is explicitly noted as such as weapon. Serves me right.

If this should be unsatisfactory for you, take a look at the "Ripper" spear in Planar Handbook, p68, which has similar stats, but neither reach nor the statsu as a ranged weapon.
Plus, it is not an exotic weapon. Which might make players happy in who's hands such a weapon will invariably end up.
 
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Hypersmurf said:
Given that the game writers designed the greatspear, I imagine what they think they designed it to do is, in fact, what they designed it to do.

Much as they did with the spiked chain.

-Hyp.

Which just goes to show how little the game writers know about actual, real world weapons. The greatspear is a minor gaff compared to the spiked chain of course. There hasn't ever been a piece of equipment introduced to the D&D game that was so poorly thought out...

Weapons play a major role in fantasy RPGs. They are literally the bread and butter of many classes. Weapons also happened to exist in the real world. The game should at least make a passing reference to that fact.

There are *thousands* of odd, weird and really interesting weapons from reality. You could stock the weapon shops of a hundred RPGs with them. Why introduce ones that are silly or poorly conceived?

Greatspears don't have a range increment in my campaigns. Spiked chains simply don't exist.
 

Tetsubo said:
Which just goes to show how little the game writers know about actual, real world weapons.

Rather:

Which just goes to show how little the game writers care about actual, real world weapons.

Folks, we're going to be hurling fire from our hands at an overgrown lizard who should never, ever be physically allowed to fly but will do so anyway, while breathing clouds of ice at us.

The aerodynamic properties of a really big spear don't matter in the grand scheme of things.
 


Patryn of Elvenshae said:
Rather:

Which just goes to show how little the game writers care about actual, real world weapons.

Folks, we're going to be hurling fire from our hands at an overgrown lizard who should never, ever be physically allowed to fly but will do so anyway, while breathing clouds of ice at us.

The aerodynamic properties of a really big spear don't matter in the grand scheme of things.

And I see that lack of concern as sloppy craftsmanship.

Don't tolerate sloppy work.

*I* care. I always have and I always will. Fantasy elements in a game should behave in a (consistent) fantasy manner. Real world elements should behave in a real world manner.
 

Tetsubo said:
And I see that lack of concern as sloppy craftsmanship.

Don't tolerate sloppy work.

I don't. I also don't define the same things as sloppy that you do.

*I* care. I always have and I always will. Fantasy elements in a game should behave in a (consistent) fantasy manner. Real world elements should behave in a real world manner.

In my estimation, real world elements should behave in a real world manner in the real world. Once you move them to the game world, whose laws are very different to that of our world, they shouldn't behave as they do on our world any more than a spear should travel exactly the same distance and in the same manner when thrown on our world or on the surface of the moon.
 

Tetsubo said:
And I see that lack of concern as sloppy craftsmanship.

Don't tolerate sloppy work.

*I* care. I always have and I always will. Fantasy elements in a game should behave in a (consistent) fantasy manner. Real world elements should behave in a real world manner.

Then you have much bigger problems with D&D than the range increment of an obscure weapon.

Unfortunately, the needs of the game outweigh the need to make the game realistic.
 

shilsen said:
I don't. I also don't define the same things as sloppy that you do.



In my estimation, real world elements should behave in a real world manner in the real world. Once you move them to the game world, whose laws are very different to that of our world, they shouldn't behave as they do on our world any more than a spear should travel exactly the same distance and in the same manner when thrown on our world or on the surface of the moon.

Whether thrown on Earth or Luna the spear would follow the same laws pf physics.

D&D uses those same laws for all of the mundane elements of the gaming world. This aids the player in being able to relate to the game. The fantasy elements may break those laws of physics. But everything else should obey them.

Due mostly to my personal interests and hobby [http://www.enworld.org/showthread.php?t=190844], how the game deals with weapons *is* my main issue with the rules... There are others of course. But none stand out so boldly for me than how the game (mis)handles mundane weapons...
 

Patryn of Elvenshae said:
Rather:

Which just goes to show how little the game writers care about actual, real world weapons.

Folks, we're going to be hurling fire from our hands at an overgrown lizard who should never, ever be physically allowed to fly but will do so anyway, while breathing clouds of ice at us.

The aerodynamic properties of a really big spear don't matter in the grand scheme of things.

To you.
 

Yeah - and, judging from most of D&D's art, the rules design, and every other aspect of the game, most of the designers and the players, as well.

There's a reason that there's, like, one person here complaining about the entirety of the weapon rules for D&D.
 

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