Kerrick said:
So... you think the feats are overpowered, and the chain just adds to it?
No. I think the core rules mechanics for things like Disarm and Trip are already designed in such a way that anyone not focused on defending against them are going to be hurt inordinately by them.
It becomes a binary system essentially, and this is beyond the problem with the Improved Trip feat.
It's an aspect of the game that could be tweaked to make it so it can be used more often.
Kerrick said:
I'm using a modified form of the PF rules - DC 15 + mods is way too high, and doesn't fit the standard 10 + mods formula, so I dropped it to 10. And what's wrong with making them "less overpowered"? If they're overpowered in the first place, they NEED to be nerfed. If they're relatively balanced, they'll see much more use by both sides without people bitching about it, and that's a win in my book - I like seeing people do stuff besides "I swing at the ogre with my sword".
I think you misunderstood here. I was saying that what Pathfinder is doing IS nerfing the mechanics on a whole. I agree with this. This is a good thing. Like you said, it'll see more use.
However, my point was that you don't need to also Neuter the Spiked Chain so completely. It has one thing over other reach weapons: useable in close quarters.
If you were to give a feat that allows reach weapons to be used within close quarters, it loses it's power. And if spending a feat (exotic weapon proficiency) is okay in that direction, then spending a feat on a more open version of Short Haft should work just as well.
Now, Improved Trip had the issue (similar to Spiked Chain) that it was clearly the better choice over the other feats because it gave the free attack. Basically it was no longer a choice of just "damage or tactic", rather "tactic, then damage".
I'd like to go one step further and give the option (in some form.. Fighter only, expanding the feat trees, etc), to allow all combat tactics to do damage AND the tactic. If you make it a Fighter thing, then it gives them something a bit more unique and actually "fightery" too.
Kerrick said:
I know this isn't really relevant to this discussion, but don't worry - the spells are getting a good lookover too.
Save or Die vs Save or take 100+ damage isn't much different. But still, scry and fry, teleport, fly, greater invisibility... there's a lot of things you'd have to nerf before you could make the Wizard more like the Fighter.
And by then, you'd have 4e anyways, so whats the point? Give the Fighter his powerful options is all I'm saying, instead of nerfing something that doesn't even come close to what other powerhouses can still do in the modified PRPG rules.