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Why is the spiked chain so good?
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<blockquote data-quote="phindar" data-source="post: 4285132" data-attributes="member: 37198"><p>Which, if it were a two-handed light weapon, it would. Granted, this makes it an exception to the general rule about light weapons, but it already is (in that it is a non-light, two-hand weapon that can be Finessed).</p><p></p><p>That is separate from the issue that I've never been sold on the difference between a two-handed weapon and a weapon wielded with two hands. But once that discussion starts up, we're no longer arguing about the Spiked Chain and should really continue on in a different topic.</p><p></p><p>Now, if you say the Spiked Chain is fine and doesn't need fixing, I can respect that. Or if you say the Spiked Chain is horribly broken and making it a Light Weapon doesn't go far enough, I can respect that as well. (As I said, I perceived the problem to be with the combat maneuvers and in house-ruling that I never had another issue with the Spiked Chain.)</p><p></p><p>I am responding primarily to the OP, in that making the Spiked Chain a 2-Handed Light Weapon (as opposed to a 2-Handed Non-Light Finessable Weapon) is a fairly minor change that I think will remove some of the balance issues surrounding the weapon. </p><p> </p><p>The things that annoyed my GM the most in regards to the Spiked Chain was that it was almost impossible for that character to fail at tripping or disarming any opponent that wasn't specifically designed around avoiding trip or disarms, and that in addition to being a very versatile weapon in maneuvers, combined with Power Attack the chain-fighter was also doing the most damage (on the "free 8 points of damage" program I detailed above). Making the Spiked Chain a 2-Hand Light Weapon solves those specific problems. </p><p></p><p>If the complaint is the solution isn't RAW, I would say, "Yeah. It's a house rule."</p></blockquote><p></p>
[QUOTE="phindar, post: 4285132, member: 37198"] Which, if it were a two-handed light weapon, it would. Granted, this makes it an exception to the general rule about light weapons, but it already is (in that it is a non-light, two-hand weapon that can be Finessed). That is separate from the issue that I've never been sold on the difference between a two-handed weapon and a weapon wielded with two hands. But once that discussion starts up, we're no longer arguing about the Spiked Chain and should really continue on in a different topic. Now, if you say the Spiked Chain is fine and doesn't need fixing, I can respect that. Or if you say the Spiked Chain is horribly broken and making it a Light Weapon doesn't go far enough, I can respect that as well. (As I said, I perceived the problem to be with the combat maneuvers and in house-ruling that I never had another issue with the Spiked Chain.) I am responding primarily to the OP, in that making the Spiked Chain a 2-Handed Light Weapon (as opposed to a 2-Handed Non-Light Finessable Weapon) is a fairly minor change that I think will remove some of the balance issues surrounding the weapon. The things that annoyed my GM the most in regards to the Spiked Chain was that it was almost impossible for that character to fail at tripping or disarming any opponent that wasn't specifically designed around avoiding trip or disarms, and that in addition to being a very versatile weapon in maneuvers, combined with Power Attack the chain-fighter was also doing the most damage (on the "free 8 points of damage" program I detailed above). Making the Spiked Chain a 2-Hand Light Weapon solves those specific problems. If the complaint is the solution isn't RAW, I would say, "Yeah. It's a house rule." [/QUOTE]
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Why is the spiked chain so good?
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