Anyone else think there is a distinct lack of spiked weapons?
Fubby
Member Posts: 189
Flail
Flail +1
Morning start
Morning star + 1
And then that morning star that makes you go berserk. Compared to the other weapon choices, spiked weapons just seems like it was tacked on to simulate variety.
Flail +1
Morning start
Morning star + 1
And then that morning star that makes you go berserk. Compared to the other weapon choices, spiked weapons just seems like it was tacked on to simulate variety.
2
Comments
@eudaemonium I think it is ok just being +2. Flails do more average damage than both long swords and war hammers that having it +2 evens it out.
Magic weapons and items aren't suppose to be in an abundance when you are first adventuring. I'd even go as far as saying there is probably too many in BGII and unrealistic amount in ToB.
And I can't remember, were clerics allowed to use spike weapons in vanilla BG?
Clerics were always allowed spiked weaps, as per standard 2nd ed D&D rules.
I agree about the ridiculous number of, well, everything in ToB.