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Why is the spiked chain so good?
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<blockquote data-quote="StreamOfTheSky" data-source="post: 4279382" data-attributes="member: 35909"><p>@Kerrick:</p><p>As for reach, you're thinking of 3.0 and Arcana Evolved. Perhaps Paizo, too (I know nothing of that). These systems have reach weapons adding +5 ft to your reach and leaving the first 5 ft around you the area you cannot attack (unless it's a spiked chain or similar reach weapon).</p><p>3.5, on the other hand, has reach weapons literally doubling your natural reach and making your entire natural reach the "no attack zone." Thus, a large giant with a longspear threatens out to 20 ft, but not the 10 ft around himself (with the spear, if he has natural attacks, spiked guantlets, etc... he can). A whip doesn't follow these rules because it's oddly treated as a ranged weapon, not a reach melee weapon, so it's always a static +15 ft. So, a Human w/ Enlarge Person and a spiked chain takes up a 10 ft space and threatens a 20 ft radius around himself, tripping and disarming in an area larger than the wizard's fireball (when you count the space he takes up). Hence why he effectively is using "battlefield control," a term normally used for stuff like Evard's Black Tentacles type spells.</p><p></p><p>@Hawkin:</p><p>Kerrick's right on the first change.</p><p>On removing the 2H str bonus, why not just remove the finesse? A high str is more useful anyway, for bonuses to damage, trip, and disarm. I always found the finesse thing unnecessary (though my dex 20 whisper gnome swordsage liked it). Scrap that if having both is conflicting.</p><p>On rule #3, what? A spiked chain breaks a charge on an aoo by either a) killing the person, simple enough; b) tripping them, as you could with any tripping reach weapon or sheer natural reach; c) Disarming, which can be done with any reach weapon or long reach + unarmed, but is an inferior option since charge is (I rule, at least) adding +2 to their opposed attack roll; d) using some other option via class feature or feat, like Stand Still. There's no need for rules to stop a piked chain from breaking a charge, because all the things it can do to break one apply to every other long reach aoo, generally.</p><p>For #4, as long as that's a universal rule, not just to screw over spiked chain, sure. I honestly prefer doing it 3.0 like that myself, likewise for weapons tables.</p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 4279382, member: 35909"] @Kerrick: As for reach, you're thinking of 3.0 and Arcana Evolved. Perhaps Paizo, too (I know nothing of that). These systems have reach weapons adding +5 ft to your reach and leaving the first 5 ft around you the area you cannot attack (unless it's a spiked chain or similar reach weapon). 3.5, on the other hand, has reach weapons literally doubling your natural reach and making your entire natural reach the "no attack zone." Thus, a large giant with a longspear threatens out to 20 ft, but not the 10 ft around himself (with the spear, if he has natural attacks, spiked guantlets, etc... he can). A whip doesn't follow these rules because it's oddly treated as a ranged weapon, not a reach melee weapon, so it's always a static +15 ft. So, a Human w/ Enlarge Person and a spiked chain takes up a 10 ft space and threatens a 20 ft radius around himself, tripping and disarming in an area larger than the wizard's fireball (when you count the space he takes up). Hence why he effectively is using "battlefield control," a term normally used for stuff like Evard's Black Tentacles type spells. @Hawkin: Kerrick's right on the first change. On removing the 2H str bonus, why not just remove the finesse? A high str is more useful anyway, for bonuses to damage, trip, and disarm. I always found the finesse thing unnecessary (though my dex 20 whisper gnome swordsage liked it). Scrap that if having both is conflicting. On rule #3, what? A spiked chain breaks a charge on an aoo by either a) killing the person, simple enough; b) tripping them, as you could with any tripping reach weapon or sheer natural reach; c) Disarming, which can be done with any reach weapon or long reach + unarmed, but is an inferior option since charge is (I rule, at least) adding +2 to their opposed attack roll; d) using some other option via class feature or feat, like Stand Still. There's no need for rules to stop a piked chain from breaking a charge, because all the things it can do to break one apply to every other long reach aoo, generally. For #4, as long as that's a universal rule, not just to screw over spiked chain, sure. I honestly prefer doing it 3.0 like that myself, likewise for weapons tables. [/QUOTE]
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Why is the spiked chain so good?
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