jmucchiello said:So change all the monsters, too. I am half serious.
They actually did this in Rolemaster.

Cheers!
jmucchiello said:So change all the monsters, too. I am half serious.
shilsen said:Let me be the first to provide a resounding, "Oh hell, no!" I hated those rules. The weapon vs. armor type modifiers are a great example for me of a degree of realism which does not help the game. It just adds unnecessary complexity and nothing else, IMO.
If you want to prevent everyone using the same weapon, use the weapon rules as written and just have NPCs use varied types of weapons and do so effectively. Once players see that in certain situations a reach weapon can be great, or the way a flail is helpful for tripping and disarming, or the effects of a weapon with a high crit modifier, and so on, suddenly they realize that there are a lot more options to choose from than may seem to be the case.
Which are all suboptimal TWO-HANDED weapons. The chain is not really too competitive against two handed weapons in terms of damage. The only two handed weapon that comes out at it's level is the greatclub, and people regularly assert that the greatclub should be a simple, not martial, weapon. Not to mention the fact that most of the one-handed weapons make up the difference in their critical stats.reanjr said:Exactly what beats a spiked chain? It's an optimal trip weapon (the best a weapon can be for tripping is to be able to be dropped for counter-trip). It is the optimal disarm weapon (+4 from being 2 handed and then an additional +2 bonus from the weapon description). It's on the high end for damage (average of 5 beats the longsword or any other d8 weapon).
It only gets ridiculous in conjunction with a whirlwind attack if the enemies crowd around the guy and wait for it.It is an optimal reach weapon (it can be used against adjacent foes as well as distant; this gets ridiculous in conjuntion with whirlwind attack). How can I illustrate a reason to my players to not use the spiked chain?
reanjr said:Exactly what beats a spiked chain? It's an optimal trip weapon (the best a weapon can be for tripping is to be able to be dropped for counter-trip). It is the optimal disarm weapon (+4 from being 2 handed and then an additional +2 bonus from the weapon description). It's on the high end for damage (average of 5 beats the longsword or any other d8 weapon). It is an optimal reach weapon (it can be used against adjacent foes as well as distant; this gets ridiculous in conjuntion with whirlwind attack). How can I illustrate a reason to my players to not use the spiked chain?
Um, they already do. Focus = +1 to hit with selected weapon. Specialization = +2 to damage with selected weapon.
Well in your typical D&D campaign you will run across a lot of enemies that you can’t trip or disarm. They’re great against Medium or smaller humanoids (and similar creatures), sure, but to use them effectively you need three feats (four with the spiked chain), and there’s still going to be some risk involved.reanjr said:Exactly what beats a spiked chain? It's an optimal trip weapon (the best a weapon can be for tripping is to be able to be dropped for counter-trip). It is the optimal disarm weapon (+4 from being 2 handed and then an additional +2 bonus from the weapon description).
Yes, but it’s also a two-handed weapon, so it should have a higher base damage than the longsword. On the other hand, every martial two-handed weapon (even the lowly greatclub) does at least as much damage as it, without requiring you to spend Exotic Weapon Proficiency to get it. Most do more base damage, without even taking into consideration that the spiked chain has the worst possible crit range and mod.It's on the high end for damage (average of 5 beats the longsword or any other d8 weapon).
It is an optimal reach weapon (it can be used against adjacent foes as well as distant; this gets ridiculous in conjuntion with whirlwind attack).
Victim said:I found that weapon vs armor mods in 1e just made people use flails alot. Those weapons (and a few others, like lances, IIRC) had crazy mods against heavy armor, so many of our characters would beat up Plate like chain because the increased bonuses matched the AC improvement. (snip)
Victim said:I found that weapon vs armor mods in 1e just made people use flails alot. Those weapons (and a few others, like lances, IIRC) had crazy mods against heavy armor, so many of our characters would beat up Plate like chain because the increased bonuses matched the AC improvement.
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Zappo said:Weird, I have no problem at all with variety of weapons in play. In 2e, OTOH, everyone used long swords.