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General Tabletop Discussion
*Dungeons & Dragons
Why so few magic polearms in the DMG?
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<blockquote data-quote="Tony Vargas" data-source="post: 7914794" data-attributes="member: 996"><p>That's the OA part of PAM. Enemies closing with massed pole-arm users couldn't circle them to get around the points, they had to hazard their reach advantage. In an open field, a lone bloke with a long weapon could be flanked by enemies with shorter weapons, negating that advantage vs at least one of them... he'd have to be <em>really</em> skillful to leverage the longer weapon vs multiple foes with plenty of room to maneuver. Thus PAM. Not too out of line, really.</p><p></p><p>But, in a massed formation - something PCs might on unfortunate occasions face, no such feat should be necessary to get the reach benefit & AoO.</p><p></p><p> For the double-weapon function of PAM, sure, you're spinning the thing around, you need room to do that.</p><p></p><p>But, between the two cases, the adventurer using a pole-arm should be able to make use of it, regardless. When in an open field, facing two or more enemies, he has room to spin the thing around and go all 3.x-spinnig-halberd/5e-PAM on them. When in a more confined space, as long as he can contrive to get the point facing the right direction in the first place, he can leverage the reach advantage, since enemies don't have the freedom of movement to flank and close without that AoO - the walls of the dungeon corridor fill in for the lack of a mass formation (frankly, it shouldn't take anything as advanced or optional as a feat for that).</p><p></p><p></p><p>But, y'know, if there <em>are</em> magic pole-arms in the setting, length-changing - like a cheap production model of the Rod of Lordly Might - would be an ideal enchantment. Mundane pole-arms were designed for versatility, with their multiple blades, spikes, hooks &c - magical ones probably should be, too.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7914794, member: 996"] That's the OA part of PAM. Enemies closing with massed pole-arm users couldn't circle them to get around the points, they had to hazard their reach advantage. In an open field, a lone bloke with a long weapon could be flanked by enemies with shorter weapons, negating that advantage vs at least one of them... he'd have to be [I]really[/I] skillful to leverage the longer weapon vs multiple foes with plenty of room to maneuver. Thus PAM. Not too out of line, really. But, in a massed formation - something PCs might on unfortunate occasions face, no such feat should be necessary to get the reach benefit & AoO. For the double-weapon function of PAM, sure, you're spinning the thing around, you need room to do that. But, between the two cases, the adventurer using a pole-arm should be able to make use of it, regardless. When in an open field, facing two or more enemies, he has room to spin the thing around and go all 3.x-spinnig-halberd/5e-PAM on them. When in a more confined space, as long as he can contrive to get the point facing the right direction in the first place, he can leverage the reach advantage, since enemies don't have the freedom of movement to flank and close without that AoO - the walls of the dungeon corridor fill in for the lack of a mass formation (frankly, it shouldn't take anything as advanced or optional as a feat for that). But, y'know, if there [I]are[/I] magic pole-arms in the setting, length-changing - like a cheap production model of the Rod of Lordly Might - would be an ideal enchantment. Mundane pole-arms were designed for versatility, with their multiple blades, spikes, hooks &c - magical ones probably should be, too. [/QUOTE]
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Why so few magic polearms in the DMG?
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