Is the "No Polearm + Armor Spikes" official?


Rules Questions

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6 people marked this as FAQ candidate.

It was not really adressed in the last FAQ (as it have nothing to do with TWF).

Shadow Lodge

If you wield your polearm in one hand, you can TWF with it. If you wield it in 2 hands, you cannot.


I am not sure that is correct. I THINK you can use it in two hands as long as you are not TWF with it. I have to say that I am not sure anymore though.


ArmouredMonk13 wrote:
If you wield your polearm in one hand, you can TWF with it. If you wield it in 2 hands, you cannot.

It is not a bout TWF, but AoO.

Grand Lodge

Only two weapon fighting.

For now.


Komodo, I believe you are right. If the extra attacks are from a high BAB, then I believe it is ok. The FAQ really just said you can't use TWF and THF together because it should be a trade off between either the 1.5xstr from THF or the 1xstr and .5str you get from TWF. Sounded like game balance issue.


Not sure about AoO


I don't think aoo are affected by the FAQ in question. When taking an aoo, you can use armor spikes or a kick or whatever is allowing you to threaten an area.


From mark moreland

Mark Moreland wrote:
AZhobbit wrote:
Sir_Wulf wrote:
Spiked armor is also a good option for threatening adjacent spaces.
You know this never made sense to me. Why do your spikes which are attached to your armor threaten. I always thought these were for when you were grappled or attacked by natural weapons. While I knwo gaming mechanics don't always take into account physics, this one is just silly. I have worn armor with spikes before and it never prevented my opponent from moving away, that's what my sword was for. Too further make the point My elemental wizard has the ability to cover himself in fire. The fire doesn't threaten, I can't throw it, it is personal only. Hmmmm allot like wearing spikes on armor. Alas never will understand this cheat.
Armor spikes are treated as light weapons for the purpose of threatening adjacent squares. Light weapons require the use of limbs, so you would only be able to make attacks with them if you have a free hand. Thus, wielding a two-handed reach weapon would negate your ability to "wield" (and thus threaten with) armor spikes. This isn't necessarily clear in the rules, but I just discussed it with Jason, and we're both on the same page about the intent.


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I think that is silly. This type of guess ruling is dangerous.

Grand Lodge

I think the intent of the ruling is that you can only threaten with one weapon at a time. If you have armor spikes and a polearm, you pick one, and threaten with it.
You can hold polearms with one hand, but not wield it. On your turn, you could attack with armor spikes, or the polearm, or both, but at the end of your turn decide what you will threaten with (reach or adjacent).


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So if you have improved unarmed strike and a polearm you can not threaten with your unarmed strikes? I can nto kick someone?

See that is silly.

Grand Lodge

1 person marked this as FAQ candidate.

There is no restriction on what you threaten with.

Only what can be used during two weapon fighting, a type of full attack.

That's it.


Well mark moreland mad the post above.

People use that as RAW. Thats why it is dangerous.

Sczarni

Unfortunately, Moreland's comment above would seem to indicate otherwise.


It is not in the rules, not in any FAQ that I am aware, so please hit the FAQ buttom.

Grand Lodge

1 person marked this as a favorite.

Dwarven Boulder Helmet requires no free hand.


unfortunately, Mr. morelands interpretation would over rule other other developers when they say things like you can make an irative attack with armor spikes if you have any.


You can threaten with both as you can swap attacks freely between weapons with attacks, you just can get extra attacks from two weapon fighting with the new FAQ during a full attack. but you could attack with one weapon lose grip and swap between and go back and forth.

This FAQ
"Two-Handed Weapons: What kind of action is it to remove your hand from a two-handed weapon or re-grab it with both hands?

Both are free actions. For example, a wizard wielding a quarterstaff can let go of the weapon with one hand as a free action, cast a spell as a standard action, and grasp the weapon again with that hand as a free action; this means the wizard is still able to make attacks of opportunity with the weapon (which requires using two hands).

As with any free action, the GM may decide a reasonable limit to how many times per round you can release and re-grasp the weapon (one release and re-grasp per round is fair). "


Finlanderboy wrote:
unfortunately, Mr. morelands interpretation would over rule other other developers when they say things like you can make an irative attack with armor spikes if you have any.

I have been in this forum for a couple of years and until a couple of day I have never heard about that rule.

If Mr Moreland post is the rule then it should be more visible.

therefore, please hit the FAQ buttom so this can be properly FAQed/Errated.


The most recent ruling seems to indicate that if you swing a two-handed weapon, you can't effectively employ any other weapons that round. They don't count as wielded.

So basically, if you swing a halberd then for the next six seconds your armor strikes retract and you forget how to kick people.


I find the developer ruling somewhat messy, though I can understand where they are coming from. From a sheer RAW perspective, I can see two sides:

A) Armor spikes are built into armor, and occupy a different equipment slot from regular weapons. Specific rules trump general rules, ergo armor spikes are not dependent upon your "hands" slot and can be used even when both hands are occupied.

B) Armor spikes are considered an "off-hand" weapon (this is never specifically stated, but could be inferred), which means they are dependent on your off-hand equipment slot and cannot be used unless that slot is empty.

While it may be RAI, the second ruling is quite weak in my eyes. This ruling interacts weirdly with unarmed strikes, which also are light weapons but are explicitly described as being punches, kicks, and headbutts. However, the most complicating part is the statement that armor spikes cannot be used if the character is attacking with another off-hand weapon. Under interpretation B, this statement is completely redundent since a character couldn't use armor spikes in the first place with an off-hand weapon equipped. However, this statement is very relevant for interpretation A, where it explicitly forbids a character from gaining a second off-hand attack by adding armor spikes to their equipment list (which would turn TWF into MWF). This very strongly supports interpretation A.

Liberty's Edge

The new FAQ only deals with TWF situations. There is nothing prohibiting making iterative attacks or AoO with various different weapons. So if you have a +6/+1 BAB, there is nothing preventing you from using the +6 attack with a long spear, releasing a hand and using the +1 attack with armor spikes.

Hmmmm....though, since placing or removing a hand onto/from a two-handed weapon is considered to be a free action (which can only be done on your turn), that would affect how you threaten your surroundings in the intervening time before your next turn. I guess at the end of your turn you would need to decide if you want to threaten at reach or adjacent.

EDIT: I did not read the whole thread, and just now realized that what I posted has already been said.

Grand Lodge

The FAQ does not change one's ability to threaten with any weapon.

Outside of two weapon fighting, nothing has changed.


Having read the actual FAQ (link), it's much tamer than what was quoted here. That said, it still doesn't make sense at a logical level, especially with unarmed attacks.

I'd also have to question why anyone would bother to do this, aside from rule of cool. The actual tradeoff appears to be very similar to power attack, but doesn't scale as nicely and cannot be used on a charge (at least without pounce). You'd need to meet the 15 dex TWF prerequisites, so barring a crazy point buy other attributes will suffer. Taken together I have a hard time believing 1d6+0.5*str could ever be a huge problem. Was there some crazy optimization I'm not aware of?

Grand Lodge

Well, you don't actually need the Two Weapon Fighting feat to two weapon fight.

The feat just reduces the penalties.

Silver Crusade

blackbloodtroll wrote:

Well, you don't actually need the Two Weapon Fighting feat to two weapon fight.

The feat just reduces the penalties.

Yeah, right!

Because, even using a light off-hand weapon, I'm really going to get my first level martial to not bother with the feat and still TWF!

+1 BAB, +5 Str, -4 TWF for primary, -8 for off-hand!

With a single greatsword, +6 attack, 2d6+7 damage.

With long/short swords, longsword +2 attack, 1d8+5 damage
short sword -2 attack, 1d6+2 damage

versus AC 15, single weapon (including crits) 184.8 damage over 20 rounds= 9.24 per round.

long/short swords 107.8 damage over 20 rounds= 5.39 per round.

It may be possible to TWF without the feat, but no-one is going to choose that as a combat style.

So, yeah, realistically, TWF does cost a feat. Single 2HW doesn't.


blackbloodtroll wrote:

Well, you don't actually need the Two Weapon Fighting feat to two weapon fight.

The feat just reduces the penalties.

While true, you'd need to be attacking something with an extremely low AC for that tradeoff to be worthwhile. If you miss on even a single attack with your main-hand weapon due to the penalty, you're coming out behind.

Liberty's Edge

KainPen wrote:

You can threaten with both as you can swap attacks freely between weapons with attacks, you just can get extra attacks from two weapon fighting with the new FAQ during a full attack. but you could attack with one weapon lose grip and swap between and go back and forth.

This FAQ
"Two-Handed Weapons: What kind of action is it to remove your hand from a two-handed weapon or re-grab it with both hands?

Both are free actions. For example, a wizard wielding a quarterstaff can let go of the weapon with one hand as a free action, cast a spell as a standard action, and grasp the weapon again with that hand as a free action; this means the wizard is still able to make attacks of opportunity with the weapon (which requires using two hands).

As with any free action, the GM may decide a reasonable limit to how many times per round you can release and re-grasp the weapon (one release and re-grasp per round is fair). "

Little problem: with the exception of speaking [and some extremely specific ability], you can't take free actions outside your turn, so you can't change how you wield your weapons outside your turn. Most AoO are taken outside your turn.

Grand Lodge

You also don't lose your ability to threaten with any weapon whilst attacking with a two handed weapon.

You simply cannot combine two handed weapon attacks with the two weapon fighting full attack action.


So, no news about if this is/will be the official rule?


Nope. They've never officially stated what it takes to actually wield a weapon. The best answer we've been given is that it's up to the GM to determine what counts.


2 people marked this as a favorite.
SKR wrote:


Well, it might invalidate it for a few levels, but once your character gets an iterative attack, the "attack once with a 2H weapon, attack again with my iterative attack using armor spikes or whatever" technique is perfectly valid under the rules.
Sean K Reynolds wrote:
If you could potentially be making an attack with it (or an AOO with it), you are wielding it. Good enough.

If you can attack with it you are wielding it and therefore you can make AoO with it.

Sean K Reynolds wrote:
Sangalor wrote:
Finally, does this have any effect on threatening and attacks of opportunity, e.g. when I used a longspear to attack in a round, can I still threaten with unarmed strikes and make attacks into adjacent fields?
I don't think this ruling has any effect on that; AOOs are outside the normal sequence of actions you can perform on your turn.

/thread.


Again, it depends on whether hands are accounted for to determine what you can potentially attack with. Yes, I've read that thread too. One dev doesn't think so. Another dev (Mark) does think so. It's literally a toss up.

Liberty's Edge

BBT is correct.

For example, the Phalanx Soldier is a fighter archetype. At third level, he is able to use a polearm one-handed as long as he is using a shield in his off-hand.

Regardless of what attack the Phalanx Soldier makes during the round, his polearm threatens at reach targets and his shield threatens at adjacent targets. Even if he decides to make no attack during the round, he still threatens (assuming he is not affected by some other condition that disallows AAO, such as being flat-footed, full defense, etc).

Personally, I think using armor spikes as a weapon is unrealistic and silly; but per the current rules, you can...make a regular melee attack (or off-hand attack) with the spikes.

You threaten all squares into which you can make a melee attack. From what I have read, the majority of players seem to interpret that you may use any weapon that is readily available for an AOO (ie, weapon is not sheathed/etc). For example, my character has IUS. During his action, he attacks once with a long sward and once with a short sword. Later in the round, an enemy provokes. Even though my character did not attack with IUS during his turn, he could still use IUS for the AOO.


RedDogMT wrote:

BBT is correct.

For example, the Phalanx Soldier is a fighter archetype. At third level, he is able to use a polearm one-handed as long as he is using a shield in his off-hand.

Regardless of what attack the Phalanx Soldier makes during the round, his polearm threatens at reach targets and his shield threatens at adjacent targets. Even if he decides to make no attack during the round, he still threatens (assuming he is not affected by some other condition that disallows AAO, such as being flat-footed, full defense, etc).

Personally, I think using armor spikes as a weapon is unrealistic and silly; but per the current rules, you can...make a regular melee attack (or off-hand attack) with the spikes.

You threaten all squares into which you can make a melee attack. From what I have read, the majority of players seem to interpret that you may use any weapon that is readily available for an AOO (ie, weapon is not sheathed/etc). For example, my character has IUS. During his action, he attacks once with a long sward and once with a short sword. Later in the round, an enemy provokes. Even though my character did not attack with IUS during his turn, he could still use IUS for the AOO.

In the interest of fairness, Phalanx isn't a good reference. At third level they can use polearms as one-handed weapons, meaning they're not actually two-handed weapons as are all other weapons that give you reach. So that's a corner case that doesn't really clarify anything here.

Liberty's Edge

fretgod99, the example I gave is not a corner case. It is perfectly valid.

One-handed or two-handed doesn't even enter into it (this has nothing to do with the whoe FAQ and off-hand business that so many people are spazzing about). The point I was emphasizing was that when it comes to AOO, it doesn't matter what weapon is used during the attacker's turn. The only thing that matters is IF a weapon can be used for an regular attack, it can be used for an AOO.

In my example, the Phalanx Soldier's weapon are a polearm (with reach) and shield. Even if the soldier chooses to only attack with his polearm during his turn, he can still use his shield to make an AOO. You do not need to use a weapon during the round to be able to make an AAO with it. The same goes for Armor spikes or IUS.


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This issue is turning out to be more confusing and complicated than the 2012 Monk debacle... And that's saying something...


Bah. double and triple bah.

Quote:

Armor Spikes: Can I use two-weapon fighting to make an "off-hand" attack with my armor spikes in the same round I use a two-handed weapon?

No.
Likewise, you couldn't use an armored gauntlet to do so, as you are using both of your hands to wield your two-handed weapon, therefore your off-hand is unavailable to make any attacks.

—Pathfinder Design Team, 07/25/13

Grand Lodge

1 person marked this as a favorite.

Of course, just because it only notes two weapon fighting, it doesn't mean some people will use it to change everything, everywhere, no matter how unrelated, to make some point, involving a totally separate issue.

Who doesn't love this "clarification"?

Silver Crusade

Selgard wrote:

Bah. double and triple bah.

Quote:

Armor Spikes: Can I use two-weapon fighting to make an "off-hand" attack with my armor spikes in the same round I use a two-handed weapon?

No.
Likewise, you couldn't use an armored gauntlet to do so, as you are using both of your hands to wield your two-handed weapon, therefore your off-hand is unavailable to make any attacks.

—Pathfinder Design Team, 07/25/13

And yet they later said that you can attack with armour spikes and a two-handed weapon in the same round as long as they were iterative attacks, or any attack except in TWF.

Their whole point was that you can't use a two-handed weapon in TWF. They were not limiting non-TWF attacks in any way whatsoever, and attempts to misuse that FAQ are misguided at the very least!


RedDogMT wrote:

fretgod99, the example I gave is not a corner case. It is perfectly valid.

One-handed or two-handed doesn't even enter into it (this has nothing to do with the whoe FAQ and off-hand business that so many people are spazzing about). The point I was emphasizing was that when it comes to AOO, it doesn't matter what weapon is used during the attacker's turn. The only thing that matters is IF a weapon can be used for an regular attack, it can be used for an AOO.

In my example, the Phalanx Soldier's weapon are a polearm (with reach) and shield. Even if the soldier chooses to only attack with his polearm during his turn, he can still use his shield to make an AOO. You do not need to use a weapon during the round to be able to make an AAO with it. The same goes for Armor spikes or IUS.

Sure, I agree with all that. The reason I was saying that example isn't necessarily helpful is because the type of thing everybody is arguing about is whether using a two-handed weapon impacts whether you could use Armor Spikes to make an AoO.

Beyond that, I think I missed what you were getting at. So yes, you are correct. It shouldn't matter which weapon you use during your turn to attack in determining which weapons can be used for AoO.


Red Dog, the difference between what you are talking about comes down to the Primary Hand and Off Hand. Using a two handed weapon requires both. This is stated in the rules, clarified in the rules, clarified now in the FAQ, and has been explicitly explained by the lead dev. Some people think there is still some doubt about the matter for some reason, but I'm going to blame too much Call of Cthulhu for that. Stupid sanity checks.

The Phalanx soldier isn't using both hands on the Polearm if he's wielding it as a one handed weapon with a shield in his other hand. That leaves his off hand open to wield the shield on a shield bash.

The question isn't whether you've used the weapon in the previous round. The question is whether or not you have to use hands to wield and threaten with weapons. If any equipped weapon counts as being wielded, then you can threaten with armor spikes, IUS, a pole arm, boulder helm, and blade boot all at the same time no issue.

If wielding requires you to allocate hands, then you can only threaten with two hands worth of weapons at once. It wouldn't matter what you had attacked with, but what you're deciding you are wielding at the end of your turn. A two handed weapon takes up both hands, so you wouldn't be able to wield anything else to threaten with.

We know that attacks use hands. That has been well established by the rules, clarified in the rules, clarified in the FAQ, and has been explicitly explained by the lead dev. Some people still disagree, but again...Call of Cthulhu is probably to blame. The question is whether wielding requires hands. At it's core it comes down to one simple question. Do you determine where your hands are at all times, or only when you make an attack?

Liberty's Edge

Well, if a character was wielding a long sword in one hand, a short sword in the other, and had Improved Unarmed Strike, he would be able to make an Attack of Opportunity with the long sword, short sword, or unarmed strike.

EDIT: with regards to armor spikes, the root of the issue is whether or not a literal hand is required to wield it or not. This "TWF with a 2HW" FAQ is irrelevant to the discussion.


That's the point being made Hangar, it's not that simple.

It depends on whether wielding a weapon requires you to allocate the Primary and Off Hands just like an attack does. If you have to allocate hands, then the character could only make an AoO with the choices of Longsword/Shortsword, Longsword/US, or Shortsword/US.
Even though the other one is equipped, he wouldn't be wielding it since each one requires a hand (Primary or Off) and he only has those two hands (assuming a normal two armed character).

Liberty's Edge

Crash_00 wrote:

That's the point being made Hangar, it's not that simple.

It depends on whether wielding a weapon requires you to allocate the Primary and Off Hands just like an attack does. If you have to allocate hands, then the character could only make an AoO with the choices of Longsword/Shortsword, Longsword/US, or Shortsword/US.
Even though the other one is equipped, he wouldn't be wielding it since each one requires a hand (Primary or Off) and he only has those two hands (assuming a normal two armed character).

And I'm telling you that the FAQ is absolutely and unequivocally irrelevant in this discussion. The AoO may be made with any of the three weapons.

With regards to armor spikes specifically, Mark Moorland (who is in charge of making decisions for PFS) made a comment that armor spikes require the use of a hand (not a primary hand or an off hand, just a hand). So, there is some ambiguity as to whether or not armor spikes require the use of a hand or not.

If it turns out that armor spikes do not require the availability of a hand, then a armor spiked character wielding a reach polearm can make AoO with both the polearm and the armor spikes. This thread is moot.

If it turns out that armor spikes do require the availability of a hand, then the FAQ of what type of action it is to remove or regrip a hand from a two-handed weapon is the FAQ that we need to reference.

The FAQ telling us that you cannot two-weapon fight with a greatsword and armor spikes is completely irrelevant because that FAQ is specifically dealing with two-weapon fighting. Period. It has absolutely no bearing on iterative attacks or attacks of opportunity.


Uhm...you're getting what mark said considerably wrong here.

This is what Mark said:

Quote:
Armor spikes are treated as light weapons for the purpose of threatening adjacent squares. Light weapons require the use of limbs, so you would only be able to make attacks with them if you have a free hand. Thus, wielding a two-handed reach weapon would negate your ability to "wield" (and thus threaten with) armor spikes. This isn't necessarily clear in the rules, but I just discussed it with Jason, and we're both on the same page about the intent.

He does not state that armor spikes require a free physical hand. He states that Light Weapons need a free hand.

Now go and look at light weapons on page 141 of your CRB. Read through it. Do Light Weapons require a free physical hand or do they require you to wield them with the Primary Hand or Off Hand.

This is a case of trying to change what is clearly meant by a statement because you can interpret it wrongly.

No physical hand is needed for armor spikes. He is referencing the same Primary/Off Hand that the FAQ is talking about.

Now, finish what he says about wielding. If you can't wield the armor spikes, you can't threaten them. Look at the FAQ for TWF. Wielding the two handed weapon is what prevents the off hand from being able to be used.

The fact that they are using the word wield to limit what you can do with your hands is important.

Liberty's Edge

Crash_00 wrote:

Uhm...you're getting what mark said considerably wrong here.

This is what Mark said:

Quote:
Armor spikes are treated as light weapons for the purpose of threatening adjacent squares. Light weapons require the use of limbs, so you would only be able to make attacks with them if you have a free hand. Thus, wielding a two-handed reach weapon would negate your ability to "wield" (and thus threaten with) armor spikes. This isn't necessarily clear in the rules, but I just discussed it with Jason, and we're both on the same page about the intent.

He does not state that armor spikes require a free physical hand. He states that Light Weapons need a free hand.

Now go and look at light weapons on page 141 of your CRB. Read through it. Do Light Weapons require a free physical hand or do they require you to wield them with the Primary Hand or Off Hand.

This is a case of trying to change what is clearly meant by a statement because you can interpret it wrongly.

No physical hand is needed for armor spikes. He is referencing the same Primary/Off Hand that the FAQ is talking about.

Now, finish what he says about wielding. If you can't wield the armor spikes, you can't threaten them. Look at the FAQ for TWF. Wielding the two handed weapon is what prevents the off hand from being able to be used.

The fact that they are using the word wield to limit what you can do with your hands is important.

Edit First Paragraph:
Yeah, no. He is actually saying "free hand" not primary hand or off-hand..."free hand". It seems pretty literal to me. Ultimately, whether a two-handed weapon or a weapon in each hand, you're saying that armor spikes can't be used because there is no available hand to use them with. You are misrepresenting the TWF FAQ into something that it isn't.

The real question here is whether or not armor spikes require an available hand to use or not. This has nothing to do with the recent TWF FAQ. If yes, then the FAQ on what type of action it is to remove a hand from a two-handed weapon drives this topic, not the FAQ on TWF (as much as you want that to be). If not, then the point is moot because what your hands are holding is irrelevant in using armor spikes.

Assuming the above is answered "yes" and it is determined that one cannot threaten with both the polearm and armor spikes, it is going to be due to the fact it is a free action to remove a hand from or put a hand on the polearm. Since a free action can only be done during your turn, you would have to decide at the end of your turn your "grip status" for which weapon you're going to threaten with in the intervening time (and this is assuming you haven't done too many other free actions during your turn and the GM doesn't just cut you off). The recent TWF FAQ has absolutely nothing to do with this.


I'm just going to put it simply. You are wrong. I'm going to go ahead and post the weapon wielding rules since looking at page 141 in the CRB is apparently too hard for most people.

Quote:

Light, One-Handed, and Two-Handed Melee Weapons:

This designation is a measure of how much effort it takes
to wield a weapon in combat. It indicates whether a melee
weapon, when wielded by a character of the weapon’s
size category, is considered a light weapon, a one-handed
weapon, or a two-handed weapon.

Light: A light weapon is used in one hand. It is easier to
use in one’s off hand than a one-handed weapon is, and can
be used while grappling (see Chapter 8). Add the wielder’s
Strength modifier to damage rolls for melee attacks with
a light weapon if it’s used in the primary hand, or half the
wielder’s Strength bonus if it’s used in the off hand. Using
two hands to wield a light weapon gives no advantage on
damage; the Strength bonus applies as though the weapon
were held in the wielder’s primary hand only.

An unarmed strike is always considered a light weapon.

One-Handed: A one-handed weapon can be used in either
the primary hand or the off hand. Add the wielder’s Strength
bonus to damage rolls for melee attacks with a one-handed
weapon if it’s used in the primary hand, or 1/2 his Strength
bonus if it’s used in the off hand. If a one-handed weapon
is wielded with two hands during melee combat, add 1-1/2
times the character’s Strength bonus to damage rolls.

Two-Handed: Two hands are required to use a twohanded
melee weapon effectively. Apply 1-1/2 times the
character’s Strength bonus to damage rolls for melee
attacks with such a weapon.

What hands are referenced throughout these rules. It is literally just the Primary Hand and Off Hand. They are the only two hands in the entire section. So, when Mark says Light Weapons require a free hand, he is referring to the free hand that Light Weapons actually require by the rules (which would be Primary Hand or Off Hand). Disagree all you want, but those are the rules. I know, I know, you could read it the other way if you wanted to and ignore all context and the general rules of the english language and that game definitions take priority over real life definitions and so on, but let's instead look at what Jason has to say on the subject again.

Quote:
Each round, a generic human warrior has two possibilities for an attack when taking a full attack action. His "primary hand" and his "off hand". Setting aside for a moment whether or not these are hands at all, those are his options. If he attacks with both using more than one "weapon" he takes huge penalties (weapon being an actual weapon or an unarmed strike). TWF reduces these depending on the "weapons" used. He can, without penalty use both to make an attack with a two-handed weapon, but in doing so, he has used both and cannot make any others. The core rulebook is a little vague here, but if you look at the rules for two-handed weapons on page 141, it is clear that it uses two hands. Now this is where the confusion comes in. An attack does not have to actually be a "hand", but it does have to be assigned to your "primary" or "off". Unfortunately the two-handed weapon description does not spell that out properly. However, taken in context of the two paragraphs before it, that a light weapon and a one handed weapon both speak to the "primary" or "off" language, it can be understood that the two-handed weapon is taking up both.

Oh my, it's this talk about Primary Hand and Off Hand again. Where did that come from. Wait, he references page 141 of the CRB. Could they actually be there? That would be preposterous. How dare they change what was printed in our rulebooks on us.

Now you can say that Mark and Jason are on completely different pages of this. You could say that Mark holds a different opinion than Jason. You could say that Mark truly was using the phrase to mean that the hand had to be a physical hand. Of course, to claim that you would have to be calling Mark a liar because he quite clearly stated:

Quote:
I just discussed it with Jason, and we're both on the same page about the intent.

They are on the same page. They are using the same terminology. They are talking about the same thing.


Crash_00 wrote:
What hands are referenced throughout these rules. It is literally just the Primary Hand and Off Hand.

There is nothing to support this, at best you are guessing.

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