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Malachi Silverclaw wrote:What was the reason for the 'no' to armour spikes?
Because the game has an unwritten rule which essentially states the following:• A 1st-level standard-race PC can either make one melee attack without TWF or you can make two melee attacks with TWF.
So.. any standard race monk goes against this bullet point when flurrying.
A draconic or abyssal lineage sorcerer of any standard race is bending rules when he uses claws?
Im assuming standard races with standard traits, so i will not mention the toothy half-orc.
• The most damage you can do without TWF is using a 1H or 2H weapon in two hands for x1.5 Str damage, and the most damage you can do with TWF is x1 in the main hand and x.5 in the off-hand (for a total of x1.5 Str added to your weapons), so optimally you're getting no more that x1.5 Str no matter which attack mode you choose.
Flurrying monk do str x2 without TWF - draconic/abyssal sorceres do str x2 without TWF - Toothed half orcs, beaked tengus, bittings barbarians, clawed barbarians and kitsune do 2x str damage without TWF. Double Sliced TWFighters do 2x damage.
• While the game doesn't explicitly limit your attacks to "hands," that's the basic assumption, and you shouldn't be able to pile on additional attacks per round just because you can think up additional or alternative body parts to attack with.
A always assumed up to two attacks with up to two different weapons (not counting iterative attacks at BaB +6, and Improved TWF).
• Because if one character uses 2H weapon and is NOT allowed to make an additional attack with armor spikes or a metal gauntlet because his hands are occupied by his 2H weapon, and a different character uses a 2H weapon and IS allowed to make an additional attack with a metal boot because he's not using his hand, that second character is gaining a game mechanics advantage simply by changing the flavorful description of his extra attack's origin from, and that is not good game design.
There is a hard (but not-explicity-stated-in-the-rules) limit to what a standard-race PC should be able to do in one round of combat. Even though it's not stated in the rules, it is a real limit (in the same way that there's no printed rule that says "don't make a first-tier feat that gives more than +3 to one skill for a 1st-level character," or "don't make a first-tier feat that gives more than a +1 to attack rolls with one type of weapon," but it's still a rule we follow), and you shouldn't be allowed to break that limit.
Pretty, but Magus cast quickened spells at level 1, pretty much more than a additional 1d6 damage +1/2 str. They spend a feat to have the same to hit range of the fighter, with the bonus of magical attacks, +1 damage and a quickened spell - at level 1. This hard limit was way bended at this class with just one example i could think of, using only that class features and, maybe, one feat (Arcane Strike).
I understand the urge to impend the ridiculousness of the armors spike/blade gauntlet/boot whatever abuse, but i think this FAQ was not the answer.