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Little Green Soldier Vice Captain
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Posted: Sun Sep 17, 2006 12:56 pm
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Alright, I've had it with misinformation about these things.
First up, the Dire Flail. I've heard more complaints than I care to count about the physics of this weapon, mostly from people who never took a physics class in their lives.
The Dire Flail is a two handed bludgeoning weapon. It comes in two flavours, one, a three sectioned staff, two, a short pole with a ball and chain at each end.
First, let's establish that this is an existing weapon. It was not created for hahas by Gary Gygax, it does actually exist. I have seen them used. The first incarnation can be seen in the hands of Jet Li in many movies. The second incarnation is rarer, but still usable.
Most dissenters complain that the impact of the first ball would stop the momentum of the rest of the weapon, causing it to injure the wielder. Not true. Remember that this is technically a chain weapon, effectively putting the bludgeoning ends in completely different frames of reference. Since you would be continually spinning the weapon in a figure-eight motion to begin with, the impact of the first ball is used to angle the direction of the follow-through, devastating the target with the second ball. The wielder would then use the few moments of stunned opponent to get the weapon spinning again, preparing for the next strike.
Next: The Dwarven Urgosh. This has been a real weapon for centuries. It's called a pole-axe. 'Nuff said.
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Posted: Sun Sep 17, 2006 1:08 pm
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Posted: Sun Sep 17, 2006 7:29 pm
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Posted: Sun Sep 17, 2006 7:33 pm
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Posted: Thu Sep 28, 2006 7:03 am
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Posted: Fri Sep 29, 2006 12:43 pm
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Little Green Soldier Vice Captain
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Posted: Fri Sep 29, 2006 1:06 pm
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Posted: Fri Sep 29, 2006 8:19 pm
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Little Green Soldier blakat1313 There is one major problem, however. Recoil. Since the dire flail and three section staff(they're seperate weapons despite what the srd says) are connected by chains, the recoil can't be absorbed like it normally would. Without proper training, you're going to take a lot of hits from your own weapon. See that bolded part? That's my point. These kids who think they can buy a dire flail from a webstore, and wield it like Jet Li after watching a 15 minute action sequence from Crouching Tiger Hidden Dragon. It is a difficult weapon to wield, that's why using it takes a feat. The feat pretty much says 'I practiced with this'. I've used both weapons, in real life, with my own two hands (I worked at a renaissance fair). It's tricky, but it works, you just need to understand that you can't swing it like a regular mace. Still, I would probably say that the rules for not being proficient shouldn't apply for chained wepons. You have to know what your doing or you'll get a lot more than a penalty to your attack roll.
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Posted: Sat Sep 30, 2006 9:41 am
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blakat1313 Little Green Soldier blakat1313 There is one major problem, however. Recoil. Since the dire flail and three section staff(they're seperate weapons despite what the srd says) are connected by chains, the recoil can't be absorbed like it normally would. Without proper training, you're going to take a lot of hits from your own weapon. See that bolded part? That's my point. These kids who think they can buy a dire flail from a webstore, and wield it like Jet Li after watching a 15 minute action sequence from Crouching Tiger Hidden Dragon. It is a difficult weapon to wield, that's why using it takes a feat. The feat pretty much says 'I practiced with this'. I've used both weapons, in real life, with my own two hands (I worked at a renaissance fair). It's tricky, but it works, you just need to understand that you can't swing it like a regular mace. Still, I would probably say that the rules for not being proficient shouldn't apply for chained wepons. You have to know what your doing or you'll get a lot more than a penalty to your attack roll. That would probably be more forced into a house rule for the DM. For everyone that wields any weapon, usually on the roll of a Nat 1, you usually trip and/or fowl up your attack and either hit yourself, your friend or sometimes on a rare occasion, still hit the opponent in a wield way. You'd probably have to depict like, if the fighter using, oh say, a Spiked Chain, attacks a Goblin with an AC of 15. Take into consideration where the goblin's AC is coming from. 1 of it would be because it's small, 2 of it because of it's DEX and 2 of it because of some armor it's wearing. Now take a thought of this, if the fighter attacked, swung and somehow got a 6 on his attack roll, it's safe to say the Goblin didn't have to move, the attack just outright missed him and may result in a recoil hit on the fighter. But, if your fighter swung and got a 13 or 14 (matching touch AC but missing on total), it's say to assume the chain that was swung hit the goblin's armor or a non-vital part that would take damage, and would lessen the swing enough that it wouldn't recoil. Definitely on true hits, chains wouldn't recoil at all. Here's the suggestion for rules like that with recoil hits. Nat 1s, Attacks that miss below base AC (10) and (maybe, this is up to you) attacks that are below Touch AC) would quite possibly have a recoil effect (probably a 50% percentile dice check). Just, you should note to Chain fighters or anything, any chain fighter that has at least the Whirlwind attack feat would be immune to the hit like that, as they know how to move with the swinging chain, being able to avoid any recoil and actually convert any potenial recoil attack into a whirlwind attack (if your running recoil attacks, your gonna wanna run that fact, because it's a true thing, although it may mess up your idea of people hitting themselves on recoil, it also gives them the chance, once they get Whirlwind Attack, that they can make a whirlwind attack on any potential recoiled hit.)
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Posted: Thu Mar 01, 2007 2:37 pm
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Posted: Fri Mar 02, 2007 10:42 am
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Posted: Sat Mar 03, 2007 1:37 pm
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Posted: Sun Mar 04, 2007 8:26 pm
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Posted: Tue Mar 06, 2007 12:15 pm
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Posted: Sat Mar 10, 2007 1:15 pm
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