
JasonKain |

I admit, my understanding of some of the more powerful options of this game have eluded me. I was raised in a "Big numbers are all that matter" style of D&D, and I've been finding it lackluster as of late. I'm currently playing a spellcaster focused on battlefield control, and enjoying it, but I like to have a backup character ready just in case. With the party being a bit melee-light at this point, I had the urge for a paladin. If I go the two-handed route, I'm really thinking reach weapon, but I'm not 100% sure how to make the most of it, especially without investing the majority of feats.
So, my question is: What are the tactics that set reach weapons apart? Is it just the extended reach, and if so, how does that play out when Large and larger opponents start coming into play? Is the trip or disarm style something that needs to be followed to get things to work, or is that just a personal choice?

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Necromancy in action:
The biggest advantage of a reach weapon is that you often get an automatic extra attack, via an Attack of Opportunity, on anything that tries to close with you. This is even better when combined with Combat Reflexes and Power Attack feats.
Tactically, reach weapons are very helpful versus Large foes, which also have a 10' reach.
Much more could be said, but necromancers tend to eschew wordiness.

Graeme |
I suggest you have a read of Brewer's Guide to Reach Clerics. The tactics explained in that guide are applicable to many other classes as well. Have a look at the corresponding discussion thread for more ideas.