How does a Kusarigama work in-game?


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Matthew Downie wrote:
Do a lot of people think a double weapon with reach at one and not at the other would be overpowered?

Considering how many people think its cheesy for archers to take IUS or wear gauntlets so they still threaten I'm sure a lot. I'm on the end that its not bad at all and its actually historical for the weapon. (Which sadly a lot of the more interesting weapons , IE ones that need more that hit them with blunt/sharp end don't get modeled really well )


Matthew Downie wrote:
Do a lot of people think a double weapon with reach at one and not at the other would be overpowered?

I think it depends on what else the weapon can do. It's a bit odd to have a light weapon, like the kama, as half of a double weapon, because they are usually composites of two one-handed weapons. So, it's a little weaker there. The gnome flickmace is a one-handed reach weapon, with better damage than the ball and chain, but none of the other weapon properties, so it's about equivalent.

So, if you were fighting with a kama and flickmace, you'd have a similar effect to the 5 and 10 foot kusarigama. The kusarigama just has an advantage in being able to focus all of your feats on one weapon.


Would you be able to use two-weapon fighting but only if you have two opponents at different distances?


Matthew Downie wrote:
Would you be able to use two-weapon fighting but only if you have two opponents at different distances?

That's one interpretation of the kusarigama, from reading the stat block without reading the description. The other interpretation, based on real life and the UE text, is that the kama end is 5 foot reach and the chain ball is 10 foot. In which case you would require a 5 foot step or multiple enemies to attack with both ends while two weapon fighting

In reality though, I doubt there is much two weapon fighting with this weapon. This is a monk thing and the monk doesn't use the two weapon fighting rules when flurrying.


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graystone wrote:
Making sense has NEVER been a requirement of RAW.

This is amazing. The root of long Rules arguments, right here.


This would have been simpler statted as two separate weapons that just happen to be chained together. Stat the ball-and-chain, stat the kama, ship 'em as a package. Double weapons are two separate weapons for almost every purpose anyway; it makes little sense to stat them as one item.


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I recall reading that it worked like the weapon Gogo used in Kill Bill V1. Can't find that reference, however, so I don't know how official it was.

I took the reference to mean that the reach only applied to the ball and not the sickle.

With this interpretation, it made an excellent weapon for my ninja when ha got changed into a large creature. I had natural reach, and a weapon that was both reach and non-reach at the same time. My threatened zone was adjacent to 25'. Unfortunately, that AP died soon thereafter, so I didn't get to use it much.

/cevah


Matthew Downie wrote:
Do a lot of people think a double weapon with reach at one end and not at the other would be overpowered?

Not necessarily overpowered as much as there isn't any other weapon that acts in the same way. The spiked chain was nerfed to avoid it doing 5' and 10', meteor hammer has specific text to stop you being able to do it and there are the FAQs on 2H weapons and Armour spikes and long spear at 5' & 10'. All of which implies a design choice to not have weapons that do 5' & 10' at the same time.

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