werk said:Don't forget that halbards, for some reason, are not reach weapons.
I see pretty much everything in the games I run and play in with the exception of weapons that I don't really want to see, like dire flails or dwarven urgrosh. I've only seen a spiked chain used once...
GLAIVE-GUISARME.Tuzenbach said:Spetums, dammit.........SPETUMS!!!
Three_Haligonians said:What I see all too often is dual-wielders who use twin weapons.
Dykstrav said:I agree wholeheartedly with this. There are very few rapiers in my games, mostly carried by elven wizards who may realistically expect to fight other unarmored folks. I made a ruling similar to the whip, where a rapier just can't hurt anyone with an armor bonus of +3 or higher. This lets it stand a chance of hurting folks wearing the low-bonus armors (such as leather and hide) but largely stripping out the higher-bonus metal armors.
That being said, my favorite weapon for druids is the longspear (I'll even take a feat to be proficient with it). With a wolf animal companion, an enemy can't effectively close with you: you get two attacks without it being able to attack your druid at all. Keep a cure spell prepped and you can tap the wolf if it starts to get hurt. Very useful tactic, it's always worked out well in the games I've played.
Mighty Halfling said:Right now, I play a trident-wielding cleric.
Patryn of Elvenshae said:That's because TWF is already so feat intensive that you don't have the "space" to accomodate Weapon Focus / Specialization, etc., in more than one weapon.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.