Gnome Flick Mace - Good Fun ?


Pathfinder Second Edition General Discussion

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So I was wondering from your experience in player how often do you see flick mace users. Do you think flick-maces are a good things for the game, should there be single handed weapons with reach. Is a player wrong to spend there racial feat to pick unconventional weaponry and pick up arguably the best weapon in the game.

So personally I don't really have a problem with flick mace if you pay the entry price of a racial feat for it then its ok for you to get something worthwhile for your investment. In pathfinder 1e and 4e I would often spend a feat for exotic/superior weapon proficiency to get something a bit better or cooler.

If there was an option for fullblade in pathinder 2e I would pick it (a sword 18 inches longer than a greatsword). I have played two characters with a flick mace both human one a fighter duelist and the other a shielder paladin. But that just me in my mind I can always write a back story to match how i want to play.

But what good/ bad experiences have you had with a flick mace ? Does it annoy you would you stop players with the unconventional weaponry feat picking it?

Silver Crusade

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Mechanically, it's probably fine for the cost. Maybe slightly too good value but not hugely so.

My biggest problem is actually the flavour. It seems like a bit of a silly weapon. And gnomes, having closed down their 1st edition orphanages that turned out 80% of all paladins have now turned instead to training lots of paladins to use their silly yo-yo weapon instead.


siegfriedliner wrote:
Is a player wrong to spend there racial feat to pick unconventional weaponry and pick up arguably the best weapon in the game.

If you are in a game where the GM or the majority of other players are asking for characters built for roleplay and not purely for mechanics, than yeah it can be if the Champion or Fighter just so happens to be raised by gnomes for -insert contrived and forced justification here-.

And before people start with the "well actually, Stormwind fallacy"...

If you are in a game where people are more interested in mechanical play or see feats as merely access to something and you ignore the flavour elements. Go for it nothing wrong in playing the mechanics and minmaxing.

Addendum on the "Stormwind Fallacy"
People often cite it when suggesting that building something mechanically and finding ways to hodge podge a character backstory together after the fact cannot be detrimental. That isn't what the original poster argued and that isn't what the fallacy is about.

A player who only chose an option because it granted access to a mechanical boon is less likely to actually care about the backstory elements and meaningfully tie them into play or their concept of the character than one who chooses it because they had in mind an idea or got inspired.
Often it leads to loops of thoughts like "now why/how can I justify having this weapon" or similar. Something can be made, it can be functional, but it is less likely to be directly impactful or interesting in my experience.

Now if you are an optimiser who squeezes every drop out of a predetermined roleplay concept that is a different kettle of fish.

Regardless, just check with the group and that will tell you what matters to the group. Neither style of play is better, have fun :)

Sovereign Court

Eh. It's fine.

I have a paladin with a flickmace. She's about six feet tall but raise by gnomes, so kinda quirky, brightly dyed hair and all cuz that's just how "normal" people look. Paladin of Erastil, and she considers the Pathfinder Society her family. There's so many people with troubled backstories in the Society that just need a bit of mothering. And bad people that need the occasional whack on the head when they touch her family.

Yeah, it's a really good weapon, for certain builds. It's lovely for a sword & board build that intends to use the shield mostly for defense. It's not amazingif you had a double slice build planned, because it's not agile and unless both your weapons have reach, double slice and reach don't love each other. It's also not the best weapon for a host of other classes - really, it's just one "best for build" weapons among many.


I mean you really don't need to be trained by Gnomes to use a flickmace, you could just of found one as a curio in the bazaar and practiced with it. You could have looted it from a dead enemy and practiced with it. You could be a follower of a famous gnome gladiator and as a fan boy you wield a cheap knockoff of his iconic weapon.

Saying you are a half-dragon lich anti-paladin will limit your role-playing. Saying as someone that has learnt how to effectively use multiple weapons effectively that you have picked up and additional weird weapon because its effective or because you took that extra lesson in cultural weapons and their meaning back in the academy not so much.


I think having to justify something weird as part of your backstory can be a good thing - it's actually extremely similar to how I work creatively as a GM*. However, I do think it becomes an issue when what's being justified is the same thing every time. As an advanced weapon, flickmace is fine. As a weapon gained through ancestry access, I think it's a little overtuned.

*I'll invent something weird as an adventure hook/location/faction and go "okay, so how is the existence of something like this justified in-world" and that's the seed I use for world-building.


Definitely.

As for what concerns the RP part, just think about anything else in both real life and a fantasy world.

If something is better and more efficient, it is going to be used.
So if a flickmace grants a characters more chances to achieve its goals, then probably the character will go for it.

The General/Ancestry feats are just part of the balance between races ( obviously, we have to remember that some feats would be not possible to take, like physical ones or even, depends your DM, some other feats like "halfling luck" or "unexpected shift" ).

I'd like to see that mace becoming 1d4 damage, like any other 1h reach weapon, + different traits. Then we could start to talk about balance and alternatives.

Sovereign Court

HumbleGamer wrote:
I'd like to see that mace becoming 1d4 damage, like any other 1h reach weapon, + different traits. Then we could start to talk about balance and alternatives.

That seems a bit much to me. I assume you're comparing it to the whip/scorpion whip, since those are the only other 1H reach weapons.

Whip: Martial, 1d4 Slashing, nonlethal, finesse, reach, disarm, trip
Scorpion whip: Martial, 1d4 Slashing, uncommon, finesse, reach, disarm, trip
Gnome flickmace: Advanced, 1d8 Bludgeoning, uncommon, gnome, reach

The flickmace is Advanced which is generally worth a die size increase, and the whips are finesse which tends to earn a die size decrease. Bludgeoning and Slashing are both valued as equally good. Disarm isn't a very popular quality but Trip on a Reach weapon is good, allows you to do the maneuver at range.

So really, the flickmace doesn't drastically exceed the whip/scorpion whip in quality. You could bring it down to a d6 maybe, but then it would have to gain some traits (most likely, Trip and Disarm).


Ascalaphus wrote:
HumbleGamer wrote:
I'd like to see that mace becoming 1d4 damage, like any other 1h reach weapon, + different traits. Then we could start to talk about balance and alternatives.

That seems a bit much to me. I assume you're comparing it to the whip/scorpion whip, since those are the only other 1H reach weapons.

Whip: Martial, 1d4 Slashing, nonlethal, finesse, reach, disarm, trip
Scorpion whip: Martial, 1d4 Slashing, uncommon, finesse, reach, disarm, trip
Gnome flickmace: Advanced, 1d8 Bludgeoning, uncommon, gnome, reach

The flickmace is Advanced which is generally worth a die size increase, and the whips are finesse which tends to earn a die size decrease. Bludgeoning and Slashing are both valued as equally good. Disarm isn't a very popular quality but Trip on a Reach weapon is good, allows you to do the maneuver at range.

So really, the flickmace doesn't drastically exceed the whip/scorpion whip in quality. You could bring it down to a d6 maybe, but then it would have to gain some traits (most likely, Trip and Disarm).

Beign advanced doesn't mean much for me ( and all the other advanced weapons have not a similar gap if compared to the martial counterparts ).

It's just a matter of 1 ancestry feat to unlock it ( its critical specialization is already unlocked to all melee combatants. For the others, you need 1 extra ancestry feat ).

There's really no discussion ( I mean here that the flickmace is the default choice in terms of 1h + reach + damage + best critical spec )if you compare that weapon to any other 1h with reach.

Lowering the die by 1 step would indeed help, but lowering it by 2 and give some extra features to the weapon would be better.

There won't be any best 1h reach weapon in terms of damage then, and people will be just able to choose between different traits combinations.


flail - martial, 1 gp, 1d6 B, 1 bulk, 1 handed, flail, disarm, sweep, trip
flickmace - advanced, 3 gp, 1d8 B, 2 bulk, 1 handed, flail, gnome, reach, uncommon

Okay, so... from another 1-handed flail to get to the flickmace we take away 3 use-based traits, increase the cost, make it bulkier, make it require a proficiency type most classes don't get, and stick it with the uncommon tag.

And what does it get in trade? 1 higher damage die size, and 1 useful trait (that while more useful than any of the 3 in the comparison weapon, isn't worth more than having all 3).

Which is to say the "gap" between it and it's martial counterpart is quite small, just like all other advanced weapons.


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thenobledrake wrote:


And what does it get in trade? 1 higher damage die size, and 1 useful trait (that while more useful than any of the 3 in the comparison weapon, isn't worth more than having all 3).

Ablsolutely not.

The game is all about action economy, and reach has too much value.

Saying that having 3 traits instead of reach is good is a big lie ( disarm is worthless as well as sweep, unless you don't go for a "swipe build" which requires enemies to be one next to another, which leaves us just with trip, which could be good, but by any chance not nearly equal to reach ).

We tried out to use athletics stuff and so on, but the more we proceed we realized that we could push with just attacks and defensive stuff instead of using maneuvers.

A fighter would be able to feint and get a +2 on its attack, which will give the same trip effect on a critical success ( and even if not a critical one, +10% chances to hit ).

Anyway, we are discussing about nothing in my opinion.

Even without limiting our survey to paizo, flickmace is already "the" one handed weapon. I just hope Paizo realizes they got wrong and simply fix it with an errata.


Analyzing the flickmage, it doesn't come ahead of other weapons by that much - it's more that reach + 1handed + flail group has enough synergy to make it more than the sum of its parts.


@HumbleGamer

My Champion has a meteor hammer, and let me tell you, trip has been just as useful to me as reach (though combining the two can be killer). They both take away the same amount of actions, with both having inconsistencies. Reach isn't particularly useful if the enemy also has it, while trip requires an athletics check. However, trip also gives them a -2 to AC until they stand up, which is great for situations where you can't flank.

Ultimately, I think the two traits come out about even, with reach just barely pulling ahead due to AoO/Retributive Strike.

(I wouldn't call disarm useless but it's definitely the riskiest out of the bunch to use, and sweep has its niche uses such as groups of weak enemies/enemies that survived your wizard's fireball.)

EDIT: I want to clarify that I don't think the flickmace isn't the best 1H weapon, just that the gap isn't as big as people make it out to be.


Salamileg wrote:

@HumbleGamer

My Champion has a meteor hammer, and let me tell you, trip has been just as useful to me as reach (though combining the two can be killer). They both take away the same amount of actions, with both having inconsistencies. Reach isn't particularly useful if the enemy also has it, while trip requires an athletics check. However, trip also gives them a -2 to AC until they stand up, which is great for situations where you can't flank.

Ultimately, I think the two traits come out about even, with reach just barely pulling ahead due to AoO/Retributive Strike.

(I wouldn't call disarm useless but it's definitely the riskiest out of the bunch to use, and sweep has its niche uses such as groups of weak enemies/enemies that survived your wizard's fireball.)

EDIT: I want to clarify that I don't think the flickmace isn't the best 1H weapon, just that the gap isn't as big as people make it out to be.

Metor hammer is the 2h flickmace, and I agree it could use some balance too ( alway reach + flail group and average dice + maneuvers since it's 2h, but no requirements in terms of ancestry feats ).

As for reach vs reach, it's a matter of "steps".

If you have the standard 10 reach you could use 1 step to get close. If you have fighter dedication to use lunge, you simply don't waste any action in steps.

This will also prevents you from being elegible for AoO in hostile environements with difficult terrain ( where you can't step unless you expend a feat ).

In some situations reach won't be useful ( like if you have enemies next to you )? It's ok, but we have to consider the other possibilities ( enemy close to you but you need to ste... oh wait i got rea... ah it's 2 squares from me, so I won... oh wait, I also have lunge ).

It's ok to give reach to a weapon, but it has to have a low die ( 1d4 for 1h and 1d8 for 2h, unless it has just 1 etra trait like the one i forget the name it has 1d10 ) and well rounded traits compared to its counterparts ( like comparing the meteor hammer to a glaive. I wonder why many 2h players go with a meteor hammer hmm ).


HumbleGamer wrote:
Saying that having 3 traits instead of reach is good is a big lie

I think you mean to say it's a differing opinion from your own.

Not a lie. You definitely wouldn't be calling me a liar, right?


thenobledrake wrote:
HumbleGamer wrote:
Saying that having 3 traits instead of reach is good is a big lie

I think you mean to say it's a differing opinion from your own.

Not a lie. You definitely wouldn't be calling me a liar, right?

Different point of view would have been tied to comparing something different and almost equal ( which doesn't exist )to the flick mace, but by bringing in Disarm, which in this edition doesn't really shine ( not to say it is useless given the fact you'd need a critical hit ) and Sweep, which has its niche, it leaves just the Trip ( 1 out of X maneuvers ) letf, compared to a higher die and reach.

Really, I said " a big lie " simply because if felt offended by the attempted comparison.


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HumbleGamer wrote:
thenobledrake wrote:
HumbleGamer wrote:
Saying that having 3 traits instead of reach is good is a big lie

I think you mean to say it's a differing opinion from your own.

Not a lie. You definitely wouldn't be calling me a liar, right?

Different point of view would have been tied to comparing something different and almost equal ( which doesn't exist )to the flick mace, but by bringing in Disarm, which in this edition doesn't really shine ( not to say it is useless given the fact you'd need a critical hit ) and Sweep, which has its niche, it leaves just the Trip ( 1 out of X maneuvers ) letf, compared to a higher die and reach.

Really, I said " a big lie " simply because if felt offended by the attempted comparison.

Humblegamer humbly bringing us the one true opinion.


So... if I compare the flickmace to a warhammer and say "main difference is the flickmace gets a better trait, which it pays for by being an uncommon advanced weapon so most characters don't have acess to it or proficiency with it" is that also somehow offensive?

Both 1-handed, both 1d8 bludgeoning. Pretty much same thing in practical terms, right?

Or is this going to get a triple-down on calling me a liar for the bald audacity of having a different opinion?


thenobledrake wrote:

So... if I compare the flickmace to a warhammer and say "main difference is the flickmace gets a better trait, which it pays for by being an uncommon advanced weapon so most characters don't have acess to it or proficiency with it" is that also somehow offensive?

Both 1-handed, both 1d8 bludgeoning. Pretty much same thing in practical terms, right?

Or is this going to get a triple-down on calling me a liar for the bald audacity of having a different opinion?

No, of course.

In that specific case, which is a comparison between a 1h and a 2h weapon on a discussion about flickmace issues, discussing won't bring anything useful to our discussion.

And because so, I won't be probably ( which means leaving room for a remote possibility ) interested in pushing that discussion further, while of course others could.

Anyway, that's not our case.


Pathfinder Lost Omens, Rulebook Subscriber

The gnome flick mace is strong, but so what? To get its benefit you have to use a gnome flick mace.


WatersLethe wrote:
The gnome flick mace is strong, but so what? To get its benefit you have to use a gnome flick mace.

I... don't really get what are you trying to poin out.

In order to use a flick mace you have to

1) Be a Gnome
2) Take its proficiency with unconventional weaponry
3) Take its proficiency with Cultural adaptation ( general feat ) Gnome/Human and then go for it with 1 ancestry feat.

Your point is "to get the benefit of the best 1h weapon you have to use that weapon?"

That's the thread's topic.


HumbleGamer wrote:
In that specific case, which is a comparison between a 1h and a 2h weapon...

What two-handed weapon? I didn't say anything about a two-handed weapon.


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I think what Waterslethe is saying is that looking silly is in many ways a steep price to pay for wielding a pretty good weapon (maybe).


thenobledrake wrote:
HumbleGamer wrote:
In that specific case, which is a comparison between a 1h and a 2h weapon...
What two-handed weapon? I didn't say anything about a two-handed weapon.

My bad, I did read warflail ( That's why I said that there would have been no reason do compare a 1h to a 2h ).

Talking about warhammer, there's still no comparison-

In adjunct to the missing reach, we have the different subgroup.

Which means that it could be "different" depends your party composition and your "reach", if you consider using the grevious rune.

If you have no reach you'd probably won't go with a grevious rune, while on a flail subgroup you could consider using it even without reach ( just to move the enemy, eventually far from other party members but still within your reach ).

But that would be another discussion.
The point was to say that reach would have been way better than the shove trait ( leaving apart the subgroups, whose critical spec is the same, and only changes with a grevious rune ).


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Henro wrote:
I think what Waterslethe is saying is that looking silly is in many ways a steep price to pay for wielding a pretty good weapon (maybe).

Could be that, or could be talking about the player thought process a la

Player: I wanna play a character that uses a shield, so I'd better pick a one-handed weapon... hmmm. An axe sounds cool. <looks at weapon stats> A flickmace has reach and that's powerful... but do I want to go for that instead of a battle axe and a different feat? Is reach really worth that? I dunno... I kinda just wanna use an axe.

replace axe in the above example with any kind of one-handed weapon, even a flail.


thenobledrake wrote:
Henro wrote:
I think what Waterslethe is saying is that looking silly is in many ways a steep price to pay for wielding a pretty good weapon (maybe).

Could be that, or could be talking about the player thought process a la

Player: I wanna play a character that uses a shield, so I'd better pick a one-handed weapon... hmmm. An axe sounds cool. <looks at weapon stats> A flickmace has reach and that's powerful... but do I want to go for that instead of a battle axe and a different feat? Is reach really worth that? I dunno... I kinda just wanna use an axe.

replace axe in the above example with any kind of one-handed weapon, even a flail.

Agree.

Or eventually, since he wrote the word "gnome" twice, he could have simply tried to highlight the fact that players could be stopped from taking the mace without a good explanation.

Player: Ok I go with a flick mace

GM: you didn't mention anything about living among gnomes nor liking part of their culture.

Player: I just liked the mace, and because so I tried to master it ( since it's better than any other weapon I tried in my adventurer life )

And then the discussion could go on and on.

I mean, looking weapons behind different cultures could be ok in terms of balance ( maybe? ), but if your goal is to master a weapon, you shouldn't be stopped from doing that ( especially if you think that it would be just logic to go with the stuff you feel yourself more comfortable with. Leaving apart "objective judgement". I want to go with an alchemical crossbow because i feel it's more reliable than a normal one? I take one, and I learn how to use it untile i become procificent. Just a random example ).


It's not the 'uncommon' part of the mace that is paying for it being stronger than a martial weapon - it's the 'advanced' part.

The flickmace being uncommon is because the lore of the weapon is that it's a gnomish invention so the typical person you'd see wielding one is a gnome or at least has some kind of significant interaction with gnomes - and that kind of "usual you'd only see a [blank] with one of those" thing is delivered via the 'uncommon' trait. But 'uncommon' doesn't guarantee better weapon-build-math.


thenobledrake wrote:

It's not the 'uncommon' part of the mace that is paying for it being stronger than a martial weapon - it's the 'advanced' part.

The flickmace being uncommon is because the lore of the weapon is that it's a gnomish invention so the typical person you'd see wielding one is a gnome or at least has some kind of significant interaction with gnomes - and that kind of "usual you'd only see a [blank] with one of those" thing is delivered via the 'uncommon' trait. But 'uncommon' doesn't guarantee better weapon-build-math.

Yeah I agree.

I was just pointing out that sometimes being strict on accessibility could be too estreme, if we consider a logic context we could be into ( in a weaponry scenario, the fact that you find yourself more comfortable with a weapon rather than another, regardless the "origin" of that weapon ).


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Pathfinder Lost Omens, Rulebook Subscriber

I am indeed saying it's just weird and not up high on lots of people's character fantasy weapon choice lists.

In PF1 the falcata was the mathematically best one AND two handed weapon, but it even looks and sounds cool. Didn't see that much fuss about that one.

I feel like the gnome flick mace can just be left as is and the world won't end.


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My issue with the flickmace isn't the mechanics.

It's just a stupid weapon idea, conceptually.

"More a flail than a mace, this weapon has a short handle attached to a length of chain with a ball at the end. The ball is propelled to its reach with the flick of the wrist, the momentum of which brings the ball back to the wielder after the strike."

Flails with long chains and short handles are more dangerous to the user than the opponent. There is a reason that historical flails pretty much universally have longer handles that the combined length of the head and the chain. If the chain/head is longer than the handle, the user is going to end up hitting his/her own hand or arm with alarming frequency. A longer chain also allows for far less predictable deflections of the head when it hits an opponent's armor. Historically, the ball-and-chain type flail has very little actual evidence of use in warfare, probably because of the issues mentioned above.

Then there's the whole flicking a wrist to send out the ball which miraculously reverses momentum to return to the wielder. Is chain elastic or something? Also, if the chain is that long, how is merely "flicking" the wrist enough to send the ball flying towards an enemy. As an experiment, get a yoyo and let it hang and full length. Then, without any other movement, "flick" your wrist and see how far the yoyo moves.

The description of the weapon and how it works is complete nonsense.

Yeah, yeah, I know, fantasy-blah-blah-blah. It's still a stupid concept from that perspective because it isn't even a cool idea. Rather, it's just a fundamental misunderstanding of how flails work. The Rule of Cool (though highly impractical) works for things like the Dwarven Waraxe (big ax with two bits), Orc Necksplitter (huge ax reminiscent of a bardiche with serrated blade), or Rhoka Sword (sword with two parallel blades). The flickmace is a ball attached to a short stick by a chain.


Saldiven wrote:

My issue with the flickmace isn't the mechanics.

It's just a stupid weapon idea, conceptually.

"More a flail than a mace, this weapon has a short handle attached to a length of chain with a ball at the end. The ball is propelled to its reach with the flick of the wrist, the momentum of which brings the ball back to the wielder after the strike."

Flails with long chains and short handles are more dangerous to the user than the opponent. There is a reason that historical flails pretty much universally have longer handles that the combined length of the head and the chain. If the chain/head is longer than the handle, the user is going to end up hitting his/her own hand or arm with alarming frequency. A longer chain also allows for far less predictable deflections of the head when it hits an opponent's armor. Historically, the ball-and-chain type flail has very little actual evidence of use in warfare, probably because of the issues mentioned above.

Then there's the whole flicking a wrist to send out the ball which miraculously reverses momentum to return to the wielder. Is chain elastic or something? Also, if the chain is that long, how is merely "flicking" the wrist enough to send the ball flying towards an enemy. As an experiment, get a yoyo and let it hang and full length. Then, without any other movement, "flick" your wrist and see how far the yoyo moves.

The description of the weapon and how it works is complete nonsense.

Yeah, yeah, I know, fantasy-blah-blah-blah. It's still a stupid concept from that perspective because it isn't even a cool idea. Rather, it's just a fundamental misunderstanding of how flails work. The Rule of Cool (though highly impractical) works for things like the Dwarven Waraxe (big ax with two bits), Orc Necksplitter (huge ax reminiscent of a bardiche with serrated blade), or Rhoka Sword (sword with two parallel blades). The flickmace is a ball attached to a short stick by a chain.

To me, the description (except for the "flicking the wrist" part) makes me think of the original Castlevania Morningstar, aka the last upgrade of the Vampire Killer. Or, the metal whip Trevor uses in the series, for those who've seen that but not played the games. Which is a super cool weapon, IMO.

If I ever run PF2 I'd just make it that, and get rid of the silly gnome fluff around it.

As for it being the best weapon for it's class...I don't really care. It's not the only viable weapon, which is what's important.


Pathfinder Rulebook Subscriber

I've generally found the flickmace to be really overhyped on all fronts.

Although I do think it kind of highlights a problem in how unwieldy PF2's proficiency system is. It's mechanically easy and relatively cheap from a feat perspective for a Champion to upgrade from a similar martial weapon to an advanced (and therefore mechanically superior) Flickmace.

While a Rogue who wants to grab a different kind of martial weapon has absolutely no way to to do so if it's not tied to an ancestry feat (or something similar), even though martial weapons are theoretically intended to be balanced against each other.


Just going to chime in and say that I think that the flickmace is too good and that it would still be a solid choice at d6, even with the feat cost.

Reach is extremely good for all the reason mentioned above and trip is sweet too. The feats spent to unlock it are providing a ton of value relative to other feats.

Of course, this is a small thing, and it doesn't ruin the game/world, but it gets under my skin enough to make me feel compelled to offer my two cents.

Ideally, I would want the most iconic weapons to be optimal for the most builds and the silly ones to be niche or slightly sub-optimal. The flickmace would be fun if I only saw it once in a while and I could tell the gnome-adopted adventurer that they were creative and original.

Sovereign Court

Saldiven wrote:

My issue with the flickmace isn't the mechanics.

It's just a stupid weapon idea, conceptually.

"More a flail than a mace, this weapon has a short handle attached to a length of chain with a ball at the end. The ball is propelled to its reach with the flick of the wrist, the momentum of which brings the ball back to the wielder after the strike."

Flails with long chains and short handles are more dangerous to the user than the opponent. There is a reason that historical flails pretty much universally have longer handles that the combined length of the head and the chain. If the chain/head is longer than the handle, the user is going to end up hitting his/her own hand or arm with alarming frequency. A longer chain also allows for far less predictable deflections of the head when it hits an opponent's armor. Historically, the ball-and-chain type flail has very little actual evidence of use in warfare, probably because of the issues mentioned above.

Then there's the whole flicking a wrist to send out the ball which miraculously reverses momentum to return to the wielder. Is chain elastic or something? Also, if the chain is that long, how is merely "flicking" the wrist enough to send the ball flying towards an enemy. As an experiment, get a yoyo and let it hang and full length. Then, without any other movement, "flick" your wrist and see how far the yoyo moves.

The description of the weapon and how it works is complete nonsense.

Yeah, yeah, I know, fantasy-blah-blah-blah. It's still a stupid concept from that perspective because it isn't even a cool idea. Rather, it's just a fundamental misunderstanding of how flails work. The Rule of Cool (though highly impractical) works for things like the Dwarven Waraxe (big ax with two bits), Orc Necksplitter (huge ax reminiscent of a bardiche with serrated blade), or Rhoka Sword (sword with two parallel blades). The flickmace is a ball attached to a short stick by a chain.

I agreed with you up to the last paragraph. Yes, it's a ridiculous weapon but then again it's a gnome weapon. Gnomes would happily show up with a monofilament yo-yo if they could. I'm imagining Gogo as a gnome


My two cents, you can get 1d8 one handed weapon with reach without flickmace if you're a small PC on a medium mount with a lance.
Of course, lances and mounts come with a whole host of other problems, but it wasn't mentioned yet, so I thought I'd mention it anyway.

Edit: nevermind, lances are d6 weapons, carry on...


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A picture of a human fighter wielding a flickmace.

Sovereign Court

thenobledrake wrote:

flail - martial, 1 gp, 1d6 B, 1 bulk, 1 handed, flail, disarm, sweep, trip

flickmace - advanced, 3 gp, 1d8 B, 2 bulk, 1 handed, flail, gnome, reach, uncommon

Okay, so... from another 1-handed flail to get to the flickmace we take away 3 use-based traits, increase the cost, make it bulkier, make it require a proficiency type most classes don't get, and stick it with the uncommon tag.

And what does it get in trade? 1 higher damage die size, and 1 useful trait (that while more useful than any of the 3 in the comparison weapon, isn't worth more than having all 3).

Which is to say the "gap" between it and it's martial counterpart is quite small, just like all other advanced weapons.

For my house rules, I changed the flickmace to 1d6 damage normally when used in 1 hand (just like a regular mace or flail), and gave it an extra trait: two-handed 1d8. This means you can still use it in 1 hand OR you can still do 1d8 damage with it, but not both things simultaneously.


I have two main issues with the gnome flick mace, which however are not linked to this specific weapon alone.

First, while obtaining an advanced weapon unarguably requires some effort, this effort is usually (or mostly) spend before combat in order to gain benefits in combat. So whereas a Flail and a Pick ought to be equally strong by whatever point system Paizo is using an advanced weapon is allowed to be stronger because it comes with a cost, however this cost is largely irrelevant when it comes to actually using the weapon in battle because it has already been spend in advance. This is both a boon and a bane because of the opportunity for customization versus the latent enticement for powergaming.

Second while I don't find the gnome flick mace to be mandatory, however I find (at least) some of the weapons available to be a tad too bad (number of hands, die size, traits, weapons group). For example our dwarven sword and board fighter is using a battle axe just because "dwarves use axes!" and the min-maxer inside me dies a little every single time he rolls a crit (which, given the fact that its a fighter happens on a regular basis). I mean I can totally see two dwarves standing side by side in a 10' corridor, sweeping, swiping and critting the hell out of a horde of lesser enemies, however in our actual skirmishes I have yet to see sweep in action much and as far as I am aware the crit spec effect sucessfully procced exactly once in 3 levels because of its many limitations.


Ventnor wrote:
A picture of a human fighter wielding a flickmace.

That looks much cooler than the image I had in my mind.

Sovereign Court

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Ubertron_X wrote:
First, while obtaining an advanced weapon unarguably requires some effort, this effort is usually (or mostly) spend before combat in order to gain benefits in combat. So whereas a Flail and a Pick ought to be equally strong by whatever point system Paizo is using an advanced weapon is allowed to be stronger because it comes with a cost, however this cost is largely irrelevant when it comes to actually using the weapon in battle because it has already been spend in advance. This is both a boon and a bane because of the opportunity for customization versus the latent enticement for powergaming.

Are you talking about uncommon weapons being hard to get, or advanced weapons requiring special training?

It's been stated numerous times that common/uncommon/rare isn't a power-balancing thing. So that should be irrelevant.

Advanced weapons do come at a cost; you're almost always down one feat to get them, and the feat will usually make them count as martial for you. So it's one feat to get a weapon that's better than other weapons. But that is a feat you're not spending on another way to be stronger. The human fighter who takes Unconventional Weaponry for a flickmace isn't taking Natural Ambition for a second level 1 Fighter feat.

Ubertron_X wrote:
Second while I don't find the gnome flick mace to be mandatory, however I find (at least) some of the weapons available to be a tad too bad (number of hands, die size, traits, weapons group). For example our dwarven sword and board fighter is using a battle axe just because "dwarves use axes!" and the min-maxer inside me dies a little every single time he rolls a crit (which, given the fact that its a fighter happens on a regular basis). I mean I can totally see two dwarves standing side by side in a 10' corridor, sweeping, swiping and critting the hell out of a horde of lesser enemies, however in our actual skirmishes I have yet to see sweep in action much and as far as I am aware the crit spec effect sucessfully procced exactly once in 3 levels because of its many limitations.

This doesn't really have anything to do with the flickmace, but with Sweep, Swipe and Cleave just not being all that great. They require enemies to be standing next to you, instead of trying to flank you. But of course enemies would love to be flanking you, so they have a natural incentive to not cooperate and line up nicely for you.

I think they can be a bit better if you and your party cooperate to deny enemies to flank you. If you're up front of the party and enemies have to go through to get to the rest, you might end up with enemies adjacent to each other. If the other melee character in the party keeps standing shoulder to shoulder with you it gets even harder for the enemy not to end up adjacent to each other if they're both trying to attack you.

Finally, you could take feats like Quick Reversal to do a "damned if you do, damned if you don't" on your enemies; there'll be almost no way they can stand that doesn't put them in some kind of peril. Instead of trying to put all of your feat/weapon eggs in the sweep basket, smash all the baskets.

Also, if the dwarf is a barbarian (sweep/swipe weapons are a fighter/barbarian specialty after all), remember that Deny Advantage helps barbarians cope with standing in the middle of a crowd of admirers. And taking Attack of Opportunity can punish enemies trying to cross around to uselessly flank.


Ascalaphus wrote:
Advanced weapons do come at a cost; you're almost always down one feat to get them, and the feat will usually make them count as martial for you. So it's one feat to get a weapon that's better than other weapons. But that is a feat you're not spending on another way to be stronger. The human fighter who takes Unconventional Weaponry for a flickmace isn't taking Natural Ambition for a second level 1 Fighter feat.

This is of course universally true for at least the first couple of levels, but as you level up it may be losing importance fast as your character accumulates more and more feats in total (not only ancestry feats). At level 1 you will have 1 ancestry, 1 fighter and 1 skill feat, for a total of 3 feats, whereas at level 10 you will have 3 ancestry, 6 fighter, 2 general and 6 skill feats, for total of 17 feats. In comparison the combination of Reach & Flail weapon group never loses its importance, on the contrary it may become even more important the higher the level (due to enemies becoming bigger and bigger). In addition especially Humans can run out of (combat) relevant ancestry feats really fast, however I have to admit that is hugely based on character concept and personal preference, e.g. more general feats earlier via General Training can really be nice but may very well be overkill later on (i.e. when you run out of meaningful general feats).

Ascalaphus wrote:
This doesn't really have anything to do with the flickmace, but with Sweep, Swipe and Cleave just not being all that great. They require enemies to be standing next to you, instead of trying to flank you. But of course enemies would love to be flanking you, so they have a natural incentive to not cooperate and line up nicely for you.

It has to do with the Flickmace as a (low-) point of reference while minding the questions: What kind of one-handed weapons are out there, what do they do and what are the related costs? For example I feel half as bad when I compare the Flickmace to a Warhammer or Flail than I do when I compare it to a Battle axe.

Ascalaphus wrote:
I think they can be a bit better if you and your party cooperate to deny enemies to flank you. If you're up front of the party and enemies have to go through to get to the rest, you might end up with enemies adjacent to each other. If the other melee character in the party keeps standing shoulder to shoulder with you it gets even harder for the enemy not to end up adjacent to each other if they're both trying to attack you.

Well it is all about the current meta. And the "get into flanking position or die trying" meta of PF2 does not promote shoulder to shoulder combat, neither for the group, nor for the enemy. And usually having our Barbarian flanking himself for +2 to hit and severely whacking things with his Maul is a lot better than the Fighter dealing some additional weapon dice to a secondary target only once in a while.

Also thanks for the other tips, well appreciated.


Ascalaphus wrote:
I agreed with you up to the last paragraph. Yes, it's a ridiculous weapon but then again it's a gnome weapon. Gnomes would happily show up with a monofilament yo-yo if they could. I'm imagining Gogo as a gnome

This is one of the several things I hate Dragonlance for. The entire idea that gnomes are weird tinkering mad-scientist experimenters comes from Dragonlance. Hate it.

But, Gogo's weapon is a meteor hammer.

And, a meteor hammer doesn't remotely work like a mace and certainly doesn't move around with a "flick of the wrist." It's far more complicated than that.

Sovereign Court

Saldiven wrote:
Ascalaphus wrote:
I agreed with you up to the last paragraph. Yes, it's a ridiculous weapon but then again it's a gnome weapon. Gnomes would happily show up with a monofilament yo-yo if they could. I'm imagining Gogo as a gnome

This is one of the several things I hate Dragonlance for. The entire idea that gnomes are weird tinkering mad-scientist experimenters comes from Dragonlance. Hate it.

But, Gogo's weapon is a meteor hammer.

And, a meteor hammer doesn't remotely work like a mace and certainly doesn't move around with a "flick of the wrist." It's far more complicated than that.

I wasn't trying to prove that it's that specific weapon. More that really weird weapons are out there and that's neat.

Gnomes in Pathfinder are quirky, but I don't think for the same reasons as Dragonlance. I rather like Pathfinder's "innovate or bleach" gnomes that try all sorts of strange things. It sets them apart from halflings and dwarves.

Sovereign Court

Ubertron_X wrote:
This is of course universally true for at least the first couple of levels, but as you level up it may be losing importance fast as your character accumulates more and more feats in total (not only ancestry feats). At level 1 you will have 1 ancestry, 1 fighter and 1 skill feat, for a total of 3 feats, whereas at level 10 you will have 3 ancestry, 6 fighter, 2 general and 6 skill feats, for total of 17 feats. In comparison the combination of Reach & Flail weapon group never loses its importance, on the contrary it may become even more important the higher the level (due to enemies becoming bigger and bigger). In addition especially Humans can run out of (combat) relevant ancestry feats really fast, however I have to admit that is hugely based on character concept and personal preference, e.g. more general feats earlier via General Training can really be nice but may very well be overkill later on (i.e. when you run out of meaningful general feats).

Yeah I'm already running out of great general feats at level 7. But there's a lot of good level 1, 2 and 4th level fighter feats that age well. In general, feats are designed to age well.

The comparison I'd have in mind would be Reactive Shield. My fighter didn't go for the flickmace, he spent his ancestry feat for Natural Ambition and picked up Reactive Shield. At low level it allowed me to walk, Double Slice, and still get a shield bonus to AC. That's been good. Now I'm edging towards higher level feats and getting an additional reaction just for shield blocking. This essentially means that combined with the L1 feat that I took instead of flickmaces, I can Stride, do a two-action move like Double Slice or (Improved) Knockdown, and still do Shield Block. I've come pretty close to earning a fourth action per turn.

This just to show, Unconventional Weaponry isn't the only feat that gets better and better. The +2 AC from Reactive Shield is always going to be worth at least that, but it's also got the potential to grow.

Ubertron_X wrote:


Ascalaphus wrote:
This doesn't really have anything to do with the flickmace, but with Sweep, Swipe and Cleave just not being all that great. They require enemies to be standing next to you, instead of trying to flank you. But of course enemies would love to be flanking you, so they have a natural incentive to not cooperate and line up nicely for you.
It has to do with the Flickmace as a (low-) point of reference while minding the questions: What kind of one-handed weapons are out there, what do they do and what are the related costs? For example I feel half as bad when I compare the Flickmace to a Warhammer or Flail than I do when I compare it to a Battle axe.

Right, now I understand where you're coming from.

Looking at the 1H weapons, I'd say you can divide them into "main" and "off-hand". Main weapons tend to deal around a d8 of damage, they're your bread and butter killing tools. The off-hand weapons are usually agile and rarely go up beyond d6. Considering its stats, the flickmace is clearly a main attack weapon, not a secondary one. Its damage is in line with longswords, battleaxes and warhammers. For a weapon whose only gimmick is hitting for damage, it's where it should be. Flails have less damage, but flails have three traits, and Trip is certainly a "something else than damage" gimmick.

If you wanted to scale down the damage of the flickmace because they're becoming obnoxious, I think turning it into a d6 Trip weapon would be reasonable. But that already makes it far more controller-defensive whereas the current one is fairly aggressive.


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We're just going to have to agree to disagree.

To me, there is zero "neat" about the concept of the flickmace. I find it dumb from every angle. It's particularly so because the game has come up with a bunch of original fantasy weapons that actually are interesting with a high "cool" factor. The flickmace has great mechanical features in game, but the concept is just kind of dumb.


If its about concept. I still remember the original version was a spring loaded baton.

So its not hard to just replace the YoYo for other IRL short reach weapons.


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I feel like if you have made the decision, based on mechanics, to use the gnomish flickmace as your primary weapon then it's just on you to figure out how to make that seem cool to you aesthetically.

If you can't figure out how to make "I was adopted by gnomes who trained me in the art of the death yo-yo" something cool that you like, you can always play something else.


PossibleCabbage wrote:
I feel like if you have made the decision, based on mechanics, to use the gnomish flickmace as your primary weapon then it's just on you to figure out how to make that seem cool to you aesthetically.

Like using one to hunt vampires?


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Pathfinder Rulebook Subscriber

There's a character in Overwatch who has a mace that can extend on a chain and then rapidly retract it to strike enemies farther away. When I saw the flickmace in PF2 that's sort of where my head went.


Gnomes raised human flickmace user versus Monk

Spoiler:
Yes, I am this old... :P

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