So why does everyone seem to take the Falchion over the Greatsword?


Pathfinder First Edition General Discussion

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Sczarni

The real reason you should go for the wider crit range? Because critting is FUN, and only getting crits on a natural 20 is LAME.

Rolling a 15 and calling it a crit is that special kind of fun that feels like you're cheating.

Critting with a scythe feels like you just won the freaking lottery-- until you realize you don't actually have eight d4's.

On another note, the last time I tried to choose a scythe as my weapon of choice, my GM wouldn't let me because I was playing a paladin and "a holy warrior with a scythe looks wrong". :(


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Malachi Silverclaw wrote:
I have an Elven archer ranger in 3.5 with Favoured Enemy (human), and she has a light pick just for the coup de grace of fallen humans. The x4 crit multiplier, don't you know!

Picks have a x4 crit?

HOLY BALLS.


Speak for yourself Silent Saturn. I think I have around 20 d4s and that is just in my main Dice Bag. In my backup bag I have more.

- Gauss


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Silent Saturn wrote:

The real reason you should go for the wider crit range? Because critting is FUN, and only getting crits on a natural 20 is LAME.

Rolling a 15 and calling it a crit is that special kind of fun that feels like you're cheating.

Critting with a scythe feels like you just won the freaking lottery-- until you realize you don't actually have eight d4's.

On another note, the last time I tried to choose a scythe as my weapon of choice, my GM wouldn't let me because I was playing a paladin and "a holy warrior with a scythe looks wrong". :(

paladin of the goddess of death. scythe can now be approved.


Rynjin wrote:

Well here's the thing. We'll say I'm a level 10 Inquisitor (that's what I've got him built to) with a Holy Greatsword.

I can Bane for an extra 2d6 damage, on top of the 2d6 from the Greatsword, and 2d6 more if the target is evil.

So 6d6 damage fairly consistently (I have 15 rounds of Bane per day due to Feats and Wis mod, I'm good on that). So a max output of 36 damage a swing before factoring in the lesser Rage I get + Power Attack + Str mods.

The Falchion has 2d4 + 2d6 + 2d6 for a total of 32, but crits approximately 5% of the time more, bumping the damage up another hit basically, 5% more of the time. Hm.

I guess I can see where that would become a significant amount actually, didn't seem as much so in my head. Forgot crits still added Str mods and other damage modifiers.

You are actually undervaluing crits. Keep in mind, you do no damage on a miss. So when you are measuring your crit chance, you have to look at it proportional to how often you hit. That extra damage dice won't matter when you miss.

For example, if you hit on an 11-20, then a 17-20 crit range means you crit 40 percent of the time you do damage. So a 17-20 build would do 20 percent more damage over a 19-20 build.


Malachi Silverclaw wrote:
I have an Elven archer ranger in 3.5 with Favoured Enemy (human), and she has a light pick just for the coup de grace of fallen humans. The x4 crit multiplier, don't you know!

Ok, now this confuses me....

Why not a heavy pick or a scythe? They do more damage. Even if you were proficient in light pick but not heavy pick, a CDG auto-hits, so who cares? If that's the only reason you have it....


StreamOfTheSky wrote:
Malachi Silverclaw wrote:
I have an Elven archer ranger in 3.5 with Favoured Enemy (human), and she has a light pick just for the coup de grace of fallen humans. The x4 crit multiplier, don't you know!

Ok, now this confuses me....

Why not a heavy pick or a scythe? They do more damage. Even if you were proficient in light pick but not heavy pick, a CDG auto-hits, so who cares? If that's the only reason you have it....

I'd figure it's because a light pick weighs less.

Silver Crusade

Threeshades wrote:
StreamOfTheSky wrote:
Malachi Silverclaw wrote:
I have an Elven archer ranger in 3.5 with Favoured Enemy (human), and she has a light pick just for the coup de grace of fallen humans. The x4 crit multiplier, don't you know!

Ok, now this confuses me....

Why not a heavy pick or a scythe? They do more damage. Even if you were proficient in light pick but not heavy pick, a CDG auto-hits, so who cares? If that's the only reason you have it....

I'd figure it's because a light pick weighs less.

Partly. Also its because there's no way she's letting go of her bow! And I can't see her with a scythe tucked into her belt!

Also, most of the helpless humans will be on negative hit points and she only needs to take them to -10hp. 1d4+2 times 4 is enough!


I thought I'd weigh in on the original topic: I don't usually take Falchion over Greatsword.
If I might consider Falchion (for Crits), I will almost always go with Scimitar instead.
Why? Not much difference in weapon damage, while being able to use it just fine in a Grapple, while holding some other object, etc.

On the Crit topic, they do begin to get more important at higher levels, assuming you've expanded your Crit range somehow, but even though Paizo has REDUCED the number of Crit-immune creatures, they ARE still out there. Further, if you see numbers like 40% of hits are Crits (or Crit threats), then that will mean something like 40-50% of damage is dealt by Crits, and being Crit-immune will halve that damage (that's for x2 Crit weapons). With that in mind, also at high levels it only makes sense for everybody to start getting Fortification Armor. So using weapons that do better damage Critting and not Critting also has it's benefits.

Dark Archive

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Falchions look better.


Seranov wrote:
Also, scythes and picks are lame.

Love those weapons so much, I had a cleric bandit that used a scythe. He took down so many before the agents of law got him. Pick is brilliant if you can get it down to 19-20/x4, but if you don't roll 19 or 20 it can be so frustrating!


Rynjin wrote:
Malachi Silverclaw wrote:
I have an Elven archer ranger in 3.5 with Favoured Enemy (human), and she has a light pick just for the coup de grace of fallen humans. The x4 crit multiplier, don't you know!

Picks have a x4 crit?

HOLY BALLS.

They can end a fight so quick, it can be hilarious.

20
...
He's dead.

Dark Archive

I'm currently playing a Bard 4(Dervish Dancer)/Fighter 1(Lore Warden)in Serpent Skull. I initially went Scimitar as that what Dervish Dancers use but now that I finally went Fighter I am switching to a Falchion. When I eventually get Improved Critical or A Keen enchantment it will be sweet.

Currently he uses Power Attack, Inspire Courage Battle Dance, and Arcane Strike to do some good damage.


Reminds me of dark souls, some start out with scim and go over to falchion.

Sounds good bigkilla. We've had some poor scim users in our groups though, playing flighty cowards and the like, no staying power.

Dark Archive

People like falchions so much because they have the best crit range in the game, and are two handed, so power attack with them deals a lot of damage. And when you crit, which will happen frequently, all that extra power attack damage gets doubled. Throw in smite evil from paladin and it's gets riddiculous.

Shadow Lodge

Rynjin wrote:
mplindustries wrote:
Rynjin wrote:
I wish there was a larger version of a Katana though. The quintessential Zombie chopping weapon and the only version does 1d8.

That's a No-Dachi.

Although I have to admit, I have no idea where you're getting the idea that the Katana is the quintessential zombie chopping weapon. Maybe a chainsaw or machete, but a Katana?

I meant bigger stats-wise. Basically I wanted what was essentially a re-skinned Greatsword or Falchion.

I think that's kinda what they were doing with the Elven Curved Blade.

Scarab Sages

Luna_Silvertear wrote:
It's because if you use a greatsword, it's obvious that you're compensating for something.

Could you please explain what exactly a female oracle of battle with a greatsword is compensating for?


It realy breaks down like this I you have 18-20 x2 weapon you want a Big BFN* on your wepon + 5 Evlen Curved Bland vs +1 Graet ax Holy, and Bane (a&B). Both are +5 weapons the fist over comes all DR and dose extra STR mod 1/2 + Magic(5),+ Weapons Spec(2) + wepaon trianing(?) extar... Where Graet AX is 1d12+ as much as 6d6 is all the right condition are met + BFN. (Big Fat Numder) Big Fat Numder work build all the time the and chip away at a monster vs Big Handful of Dice build the work some of the time but when dose it game over one hit pretty much end the fight.

(BFN)
Weapon Focus ans Weapon Spec is key to 18-20x2 weapon build
(BHD)
Where vital Stike chain, cleave and geat cleave is more key to x3 wapon build

The great sword quetion is tyring to dip feat in both pools and that is is flaw. It dose not Crital as offeten as Curve Blade and when is dose it dose not do as much damage as the great ax.

The one good this it dose have going for it is when you enlarge you self or lead blades your self with a great sword it gose form 2d6(average 7) to 3d6(average 10.5) vs curve blade 1d10 (average 5.5)to 2d8(average 9)or great ax 1d12 (average 7.5) to 3d6(average 10.5).
Falchion is 2d4 (average 5) to 2d6(average 7)

So why all Great sowrd Build Enlarge and Lead blades since it dose better base damage than falcion and crital more offen that great ax.
As far as 2 handed marshal weapons.

Bottom line they all kill bad guys it raely what you like better.


Another thing to consider for greasword vs falchion is "Is the GM running a module?", If the answer is yes you're probably better off going with things like the greatsword or longsword just because of how often they pop up as loot.


Artanthos wrote:
Luna_Silvertear wrote:
It's because if you use a greatsword, it's obvious that you're compensating for something.
Could you please explain what exactly a female oracle of battle with a greatsword is compensating for?

Well, that's the class my wife plays, so I'm going to assume she's compensating for me being utterly terrible.

*sobs*

Oh, and I'm just going to assume the other sixty-odd posts in this thread just say 'crit range', over and over.


Froze_man wrote:
Another thing to consider for greasword vs falchion is "Is the GM running a module?", If the answer is yes you're probably better off going with things like the greatsword or longsword just because of how often they pop up as loot.

Yes, we're running Serpent's Skull.

Still gotta stick with the Earthbreaker though, I've become enamored with the hammer.

Lamontius wrote:


Oh, and I'm just going to assume the other sixty-odd posts in this thread just say 'crit range', over and over.

There was actually some pretty interesting discussion about crit range vs crit multiplier and how each extra crit multiplier lined up with the crit range.

19-20 = x3
18-20 = x4

I ran the math (for 19-20 and x3 anyway) and it seems sound.


Froze_man wrote:
Another thing to consider for greasword vs falchion is "Is the GM running a module?", If the answer is yes you're probably better off going with things like the greatsword or longsword just because of how often they pop up as loot.

Kukris. The writers are enamored with kukris.


johnlocke90 wrote:


You are actually undervaluing crits. Keep in mind, you do no damage on a miss. So when you are measuring your crit chance, you have to look at it proportional to how often you hit. That extra damage dice won't matter when you miss.

For example, if you hit on an 11-20, then a 17-20 crit range means you crit 40 percent of the time you do damage. So a 17-20 build would do 20 percent more damage over a 19-20 build.

Remember that you have to confirm those crits, so if you're hitting on an 11+:


    For x2 crit damage weapons:
    *19-20 crit range = 0.5(base damage) +0.1*0.5*(base damage) = 0.55 base (weapon + anything that multiplies on a crit) damage
    *18-20 crit range = 0.5(base damage) +0.15*0.5*(base damage) = 0.575 base damage
    *17-20 crit range = 0.5(base damage) +0.2*0.5*(base damage) = 0.6 base damage
    *15-20 crit range = 0.5(base damage) +0.3*0.5*(base damage) = 0.65 base damage

For other crit ranges:

    For x2 crit multiplier
    *Nat 20 crit range = 0.5(base damage) +0.05*0.5*(base damage) = 0.525 base damage
    For x3 crit multipliers
    *Nat 20 crit range = 0.5(base damage) +2*(0.05*0.5*(base damage)) = 0.55 base damage
    *19-20 crit range = 0.5(base damage) +2*(0.1*0.5*(base damage)) = 0.6 base damage
    *17-20 crit range = 0.5(base damage) +2*(0.2*0.5*(base damage)) = 0.7 base damage
    For x4 crit multipliers
    *Nat 20 crit range = 0.5(base damage) +3*(0.05*0.5*(base damage)) = 0.575 base damage
    *19-20 crit range = 0.5(base damage) +3*(0.1*0.5*(base damage)) = 0.65 base damage


So an 18-20 weapon does about 4.5% (57.5/55) more expected damage than a 19-20 weapon, and a 15-20 weapon does about 8.3% more damage than a 17-20 weapon. (Hit rate doesn't seem to matter.) Crits are only 13% of your damage. (0.075/0.575 for 18-20 range, 9% for 19-20 crit range.)

So, if you really, seriously want to optimize, use a 19-20 x2 weapon if the average weapon plus static bonuses are 5% greater than they would be if you were using an 18-20 x2 weapon (and more than 9% higher than when using a 19-20 x3 weapon, depending on what you have to give up to gain proficiency.) If you never expect to get something to expand your critical range, a greatsword will be better than a falchion until you've got about +35 damage a swing. (2 damage is 5% of 40 total damage - 5 weapon damage = 35 bonus damage) If you do expect to expand your crit range, that inflection point drops to +20.

Math check:

Looking for where damage is equal, this is as close as we can get with whole numbers:
19-20 crit range = 0.5(35+7) +0.1*0.5*(35+7) = 23.1
18-20 crit range = 0.5(35+5) +0.15*0.5*(35+5) = 23
17-20 crit range = 0.5(20+7) +0.2*0.5*(20+7) = 16.2
15-20 crit range = 0.5(20+5) +0.3*0.5*(20+5) = 16.25

So my take away is that I'm only going to worry about maximizing damage based on crit range if I'm expecting to play a character into the teens, or if he's going to be getting really big bonus damage. And I won't feel guilty about not min/maxing because the difference doesn't get significant until even higher numbers.

Now, I've gotten my math-appetite whetted, I might have to run the numbers for two weapon fighting.

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