| DungeonmasterCal |
So, let me get this straight. If you have a reach weapon you can't attack an adjacent opponent, but a monster with reach can, correct? I should know this, but it's not a good brain day. Depression has been bad and I haven't been able to satisfactorily find the answer in the rules.
Thanks in advance,
DMC
| DungeonmasterCal |
Yeah, my player and I got into a discussion about that very thing. He has the Mythic Ability "Titan's Rage" which essentially acts as an Enlarge Spell, so he was worried he might not be able to fight adjacent foes when he used it. So we decided "natural reach" was just that and you're able to fight adjacently. Using a reach weapon was a different animal together.
| lemeres |
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Manufactured weapon: Blade on a stick. You only effectively hit when you hit with the blade. Hitting with the stick doesn't work out quite as well.
Natural Reach: The dragon decided he wants to step on you. This is just as easy if you are directly under him, or whether he has to reach his leg out a little.
Anyway, natural reach is better if you can do it without wasting actions. Reach weapons are great if you just want constant reach (mostly for getting AoOs when monsters approach, often at the start of the fight, and possibly before your turn).
| lemeres |
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And then there's Natural Reach + Weapon Reach, when you want to command a large swath of the combat area.
while leaving a large doughnut that you can't attack in.
reach+reach is a combo that you use for a single, very particular purpose- zoning so that enemies suffer if they go after your squishier party members. you abandon your role as an effective attacker, since the 10 feet where you can't attack.
at medium size, reach weapons only have a 5 foot gap. you can cover that with a 5 foot step. but at large, the gap is too large and you have to spend a move action to attack something right next to you. while things like armor spikes may help for dealing withc cheeky casters trying to avoid AoOs, it is not good as your primary attsck- it does match up to your big, well enhanced two handed weapon.
so there are trade offs when you put on a reach weapon onto a creature with natural reach. that is why i usually advise going one or the other- both can make you a circle of pain 25 to 30 feet across.
| Saldiven |
_Ozy_ wrote:And then there's Natural Reach + Weapon Reach, when you want to command a large swath of the combat area.while leaving a large doughnut that you can't attack in.
reach+reach is a combo that you use for a single, very particular purpose- zoning so that enemies suffer if they go after your squishier party members. you abandon your role as an effective attacker, since the 10 feet where you can't attack.
at medium size, reach weapons only have a 5 foot gap. you can cover that with a 5 foot step. but at large, the gap is too large and you have to spend a move action to attack something right next to you. while things like armor spikes may help for dealing withc cheeky casters trying to avoid AoOs, it is not good as your primary attsck- it does match up to your big, well enhanced two handed weapon.
so there are trade offs when you put on a reach weapon onto a creature with natural reach. that is why i usually advise going one or the other- both can make you a circle of pain 25 to 30 feet across.
That's what Pushing Assault is for. (At least, when you get high enough level that iterative attacks matter.)
It's even better if you have a natural attack to use in conjunction with the reach weapon. Bite the target first, then swing with the reach weapon.
| lemeres |
A primary natural attack is the best way to deal with the center of the donut. If you only have one, that single attack is still pretty effective.
I like a bite.
it is nicer for AoO's, but that still doesn't address the problem that you can't do a proper, full strength full attack on an enemy right next to you. armor spikes are light weapons, and natural attacks don't get iteratives.
unless you are running with a medium (which can get 4 full bab attacks with the right build, which could apply equally to weapons and natural attack; rather nice reach build actually, since they can get auto access to that exotic 18-20 reach weapon), you are going to see simple positional problems with your ability to directly attack.