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Thread: DnD's Spiked Chain

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    DnD's Spiked Chain

    Thoughts on this conversion:

    <table border=1><tr valign="top"><td align="right" valign="top"><font size="1">s50.00&nbsp;&nbsp;</font></td><td align="left" valign="top"><font size="1"><b><i>War Chain: </i></b>(Total: 47 Active Cost, 16 Real Cost)
    <i>Killing Attack</i> - Hand-To-Hand 1 1/2d6 (+1 DC / +6.25 STR &gt; Str Min.), (0 END; +1/2); OAF (-1), STR Minimum 13 (-1/2), -1 OCV, (-1/2), Two-Handed (-1/2), Real Weapon (-1/4) (Real Cost: 10)
    <i>plus Stretching</i> 1", (0 END; +1/2); OAF (-1), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4) (Real Cost: 3)
    <i>plus Penalty Skill Levels:</i> +2 vs. when short or medium weapon gets 'inside' with a single attack (Real Cost: 3) [<b>Notes:</b> Body 4 Def 4_Flail Mnvr Long Reach]&nbsp;</font></td><td align="right" valign="top"><font size="1">4.00kg</font></td></tr></table>

    I'm thinking stretch to 1" to get the reach, and the Penalty Skill Levels so it can be just as good as a medium or short weapon when they close in.

    Because of the stretching, I presume I do not need indirect to get around shields, correct?


    Players of DnD know that this weapon is the '800 pound gorilla' of the DnD weapon list - when it shows up in my DnD game, even the 60HP barbarian stands clear.

    It's nasty, and in DnD it's the top of the core-rules heap, mostly due to it's flexible reach. Of course, all Hero weapons have flexible reach, and there are no AoO rules, so the weapon would not dominate as much in Fantasy Hero, but it is still strong, pricey, and heavy.

    Killershrike made a version on his website, but he didn't list the mechanics used to build, nor give it a cost or weight. I've also gone in for 1 1/2d6 rather 1d6+1 because I personally believe 2d4 is better than 1d8 - but flip it either way.

    My big question is: Did I do the penalty skill right?

    I used a 1 1/2 point penalty skill level, but should I have used a 3 or 5 instead?
    Last edited by arcady; Aug 23rd, '04 at 10:40 PM.
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    Re: DnD's Spiked Chain

    I used a 1 1/2 point penalty skill level, but should I have used a 3 or 5 instead?
    As long as you didn't apply any Limitations to it, it looks fine. If you did, you need to use a higher point PSL, even if it still only applies to the Chain (there is a minimum point level you can use and get the benefit of the Limitation).

    Hmm, getting bleary. If that didn't make sense, I'm sure someone will be along more coherent than I.
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    Re: DnD's Spiked Chain

    Spiked Chain? And it is markedly better than other weapons? You'd think that it would have been in more prominent use, historically!

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    Re: DnD's Spiked Chain

    Interesting. I haven't played D&D since 1st edition AD&D. What exactly is the spiked chain, and what are the mechanics you entioned that make it so popular?

    Keith "Mr. Curious" Curtis

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    Re: DnD's Spiked Chain

    Picture a long chain with a bunch of blades on each end. In D&D terms it's got extra reach (so you can attack without getting hit back) and does pretty hellacious damage right out of the box (it gets even nastier with proficiencies and the like). In the hands of a berserk barbarian type, it's rather terrifying.

    Realistically, the weapon would probably present more of a danger to the wielder than his enemies, but it's D&D.
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    Re: DnD's Spiked Chain

    Quote Originally Posted by Theron
    Picture a long chain with a bunch of blades on each end. In D&D terms it's got extra reach (so you can attack without getting hit back) and does pretty hellacious damage right out of the box (it gets even nastier with proficiencies and the like). In the hands of a berserk barbarian type, it's rather terrifying.

    Realistically, the weapon would probably present more of a danger to the wielder than his enemies, but it's D&D.
    It's about as practical as the double bladed sword (also in the D&D books), which is to say way more high fantasy than practical reality. The big advantage it holds over other D&D weapons is that it's the only weapon that grants reach and can be used in close combat.

    Like other reach weapons, it can get an atack of opportunity if someone without reach isn't careful (slow...) in closing. It does 2d4 damage (5 average). For those who want to compare weapons, I compare the heavy flail and the bastard sword 2 handed (martial weapon) to the spiked chain and the bastard sword one handed (exotic weapon proficiency).

    The sword and flail do d10. The sword has a x2 critical on a 19-20 threat, and the flail either has the same, or is a 3x on a 20 (II don't recall). Both are two handed (used with a martial weapons proficiency). The flail gets a +2 bonus to disarm and can be used to trip.

    The bastard sword may be used one handed if an exotic weapon proficiency is paid for. It keeps al the same stats.

    The chain gets marginally reduced damage (2d4 vs 1d10; critical x2 on a 20 only) and remains a 2 handed weapon, but gains the reach advantage.

    I haven't found this to be hugely unbabalancing, frankly. It has its advantages and its drawbacks. A higher DEX warrior with the feat alowing multiple attacks of opportunity benefits greatly from a spiked chain. Improved Critical is way nicer with the bastard sword.

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    Re: DnD's Spiked Chain

    the spiked chain also has the need for an exotic feat added in. My group found it less than desirable in normal use. The reach thing is nice, but not worth all the other drawbacks. A greatsword offers more bang fer buck.
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    Re: DnD's Spiked Chain

    Quote Originally Posted by Hugh Neilson
    It's about as practical as the double bladed sword (also in the D&D books), which is to say way more high fantasy than practical reality.
    The one that really bothers me was the Gnome Pick. How do you use the damned thing without gutting yourself or poking out an eye?

    I guess that's what Exotic Proficiencies are for.
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    Re: DnD's Spiked Chain

    Quote Originally Posted by tesuji
    the spiked chain also has the need for an exotic feat added in. My group found it less than desirable in normal use. The reach thing is nice, but not worth all the other drawbacks. A greatsword offers more bang fer buck.
    The EW feat is the reason I compare to a bastard sword. What do I get for my Feat? The ability to use a shield at the same time. Compared to the closest Martial weapon, the Heavy Flail, "what do I get for my feat" from the spiked chain is reach, and it's offset by slightly reduced damage.

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    Re: DnD's Spiked Chain

    Actually the spiked chain is a REAL weapon in Asia. It's in the Ultimate Martial Artist under several different names:

    Kusari
    Kusarigama
    Kyogetsu Shoge

    Manriki-Gusari
    Suruchin
    Kabit
    Kusarifundo
    Rante

    Chain Whip (Bian)
    Bian Tzu Chaing


    So there are many people in the world who do know how to use it without hurting themselves.

    The double sword of DnD is also from Asia, though I'd have to track down the name...

    In DnD you put it in the hands of the 14 to 16 dex character who also has Combat Reflexes, and you're an AoO death machine, get weapon finesse, improved trip, whirlwind attack, defensive throw, hold the line, or knock-down (even when you account for the Sword and Fist errata) and it gets even worse.
    Last edited by arcady; Aug 24th, '04 at 01:09 PM.
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    Re: DnD's Spiked Chain

    Quote Originally Posted by arcady
    So there are many people in the world who do know how to use it without hurting themselves.
    Hence, "exotic weapon proficiency"

    The double sword of DnD is also from Asia, though I'd have to track down the name...

    Quote Originally Posted by arcady
    In DnD you put it in the hands of the 14 to 16 dex character who also has Combat Reflexes, and you're an AoO death machine, get weapon finesse, improved trip, whirlwind attack, defensive throw, hold the line, or knock-down (even when you account for the Sword and Fist errata) and it gets even worse.
    16 DEX, 16 STR, Combat reflexes check

    Weapon Finesse? Pass - STR covers it.

    Improved Trip - check (3.5 makes this worthwhile)
    WWA not so much - the rules say "all targets within 5'", so your reach doesn't help you (that's in the FAQ, IIRC)

    You missed Improved Disarm. +2 from the chain, plus the bonus for size differential, makes this amazingly effective. "He's pulling a dagger! Why bother?"

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    Re: DnD's Spiked Chain

    Yes, thus the weapon is even more effective.

    Weapon Finnesse is what you'd use in a point buy game. I run and only play in 28-point buy when I do/play DnD/d20, you won't have too many characters who can get both str and dex to the same heights.

    Consider making a character who is a pit-fighter (FFGs Cityworks) or Gladiator (Kenzer's Kalamar Player's Guide) - two books used heavily by my groups which plays DnD mostly in urban settings and soley in the Kalamar world.

    Both of those classes get an exotic weapon profiency for free, though they lack the feats of a fighter.

    Consider a human fighter, who by level two has four feats...

    You can build a very fast feat chain with this weapon, and the loss of one feat to get that flexible reach and benifits to tripping and disarming is well worth it.

    If the spiked chain hasn't dominated your DnD game, it's only because your min-maxer hasn't played around with it yet. I got slapped by one in the first DnD3E game I ran, and ever since they've been the terror of my players whenever an NPC shows up with one.


    In Fantasy Hero, it would be an uncomon weapon profiency. It loses a lot from the lack of AoO rules, but even built to the essential concept it can be quite powerful. I plan to put most of the really nasty tricks for it (the feats) back in as a specialized martial art in my setting.



    Just because I'm switching off of DnD in no way means I'm going to give up on the one thing that scares my players most. Unlike a dragon or a tarrasque, they know I will freely use this one against them any time I want.

    Here's a fun one: take an orc and build him on 28 points, give him a level of barbarian so he can rage, and then enough fighter levels to get the core spiked chain feats. Give him a sorcerer ally to enlarge him, have him rage, and then send him at the PCs.

    The reach becomes obscene, and you start dishing out damage like nobody's business...

    Unfortunately I used that two sessions ago (minus the enlarge - which I used a few months ago on a lower level spiked chain orc), so I'll have to pull a different trick out of my bag tomorrow night.

    Maybe a pack of mid level rogue/barbarian goblins... Or drow archers for a night attack (gotta love that 90 feet of darkvision and faerie fire to light up the PCs for your long range archers).


    Anyway, Fantasy Hero plays out differently, and I think I mostly captured what the weapon should do (rather than what it does specifically in DnD). The nice thing about Fantasy Hero is that every warrior can also have a themed martial art to make them even more distinct, and so now I've got to design a martial art for this thing.
    Last edited by arcady; Aug 24th, '04 at 03:11 PM.
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    Re: DnD's Spiked Chain

    Quote Originally Posted by arcady
    Weapon Finnesse is what you'd use in a point buy game. I run and only play in 28-point buy when I do/play DnD/d20, you won't have too many characters who can get both str and dex to the same heights.
    Actually, my spiked chain fighter is in a point buy game. His CHA and WIS aren't great, and he took until L8 to get the 16 DEX. I'll probably go STR from here on in, since more DEX won't boost his AC. DEX doesn't help your trip roll until you're the defender.

    Quote Originally Posted by arcady
    You can build a very fast feat chain with this weapon, and the loss of one feat to get that flexible reach and benifits to tripping and disarming is well worth it.

    If the spiked chain hasn't dominated your DnD game, it's only because your min-maxer hasn't played around with it yet. I got slapped by one in the first DnD3E game I ran, and ever since they've been the terror of my players whenever an NPC shows up with one.
    Trip and disarm can hurt, but they don't work every time. Discipolined fighters can get around the AoO. Half cover prevents an AoO, and can be provided by a teammate. Watching the hobgoblins move like chinese checkers is fun, but they very effectively get in to attack the guy with Reach.

    Should Mr. Spiked Chain become a real problem DON'T CLOSE. He can either put the chain down to pick up a missile weapon and retaliate, he can close himself or he can get shot full of holes. Makes no difference to me. Once he's within 10', you make a 5' step to close with him and voila!

    My fighter has finesse on his side. The barbarian with the greatsword and Power Attack chain has damage on his. It all works out.

    However, I'll confess I don't play a min/max game so someone doing everything in his power to abuse it (like your 1 level of barbarian + a few fighter levels Orc) might make this a bigger pain to deal with. They're also more scary to players than monsters since you can't readily disarm a dragon.

    But if I were really worried about spiked chains, I'd invest in those locking gauntlets. A -10 penalty cramps anyone's style.
    Last edited by Hugh Neilson; Aug 24th, '04 at 03:25 PM.

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    Re: DnD's Spiked Chain

    Quote Originally Posted by arcady
    Players of DnD know that this weapon is the '800 pound gorilla' of the DnD weapon list - when it shows up in my DnD game, even the 60HP barbarian stands clear.
    The common wisdom around here is that it's broken. Everyone I play with, in real life and in PBEMs, either puts it use under heavy scrutiny or disallows it entirely (typically by replacing it with something on the order of a kusari-gama).

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    Re: DnD's Spiked Chain

    Quote Originally Posted by keithcurtis
    Interesting. I haven't played D&D since 1st edition AD&D. What exactly is the spiked chain, and what are the mechanics you entioned that make it so popular?
    The problem is not the weapon itself, but how it interacts with other game mechanics. In D&D, there is a mechanic called "attack of opportunity" -- basically, if you pass through a hex "threatened by" another character, they get a free attack. A character swinging a chain around threatens a lot of hexes.

    There are also various Feats (think Talents) which provide reasonable benefits under normal circumstances, but which provide disproportionate advantages when combined specifically with a spiked chain.

    There are also a few Feats which ameliorate the (few) disadvantages of the weapon, which just make it worse.

    In Hero System, the equivalent would be a mentalist with N-Ray vision and Desolidification. (Which I have done, incidentally, but only as an NPC -- Egomania. Boy oh boy, did the PCs hate him.)

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