A Halberd ? [Archive] - Wizards Community

Post/Author/DateTimePost
xox122

08-15-06, 01:24 PM
I was wondering if there was a Hally in the D&D world. If so where can i find it, damage, crit range, reach. I was thinking that it would be fun playing a Fighter Specializing in the Hally.

~xox122~
Subedei

08-15-06, 01:26 PM
...It's in the players handbook!
Dalthbar

08-15-06, 01:29 PM
I was wondering if there was a Hally in the D&D world. If so where can i find it, damage, crit range, reach. I was thinking that it would be fun playing a Fighter Specializing in the Hally.

Is a "hally" different from a "halberd"?

The halberd is listed in the PHB.
Salla

08-15-06, 01:29 PM
I was wondering if there was a Hally in the D&D world. If so where can i find it, damage, crit range, reach. I was thinking that it would be fun playing a Fighter Specializing in the Hally.

~xox122~

PHB.
Main Weapons Table.
Two-Handed Martial Weapon.
xox122

08-15-06, 01:35 PM
wow im stupid sorry bout that guys i had no idea. :blush:. Oh and 'Hally' is short for halberd in the runescape world.
LordPendragon

08-15-06, 01:49 PM
The real question you wish to ask is "How can i make a halberd useful??"

A question which has confounded many a player indeed.
xox122

08-15-06, 02:48 PM
The real question you wish to ask is "How can i make a halberd useful??"

A question which has confounded many a player indeed.

hmm never thought of that good point, i just though it would be fun to use
Tony Vargas

08-15-06, 02:59 PM
The real question you wish to ask is "How can i make a halberd useful??"Improved Trip and Hold the Line (CW) would be a start...
Eikre

08-15-06, 03:02 PM
wow im stupid sorry bout that guys i had no idea. :blush:. Oh and 'Hally' is short for halberd in the runescape world.

You're not expecting to go about using a halberd here like you would there, are you?
xox122

08-15-06, 03:09 PM
You're not expecting to go about using a halberd here like you would there, are you?
lol no... if i know what your thinking
Salla

08-15-06, 09:52 PM
Improved Trip and Hold the Line (CW) would be a start...

Combat Reflexes (I believe that's a prerequisite for Hold the Line anyway) and the feat from the PHB2 that lets you 'short half' a polearm to use it not-at-reach is a pretty good followup, IMHO. :)
claypigeons

08-15-06, 10:03 PM
Combat Reflexes (I believe that's a prerequisite for Hold the Line anyway) and the feat from the PHB2 that lets you 'short half' a polearm to use it not-at-reach is a pretty good followup, IMHO.

A halberd is not a freaking reach weapon. Read the manual ffs. Why does everyone believe a halberd is a reach weapon!? :confused: :mad:
Nived

08-15-06, 10:16 PM
People generally think all polearms are reach weapons.

The Halbred is actually a very good weapon. When Spiked Chain cheese is banned it is one of the better Trip weapons on the Martial list.

Compareing it to a Greataxe (since it has a x3 crit) For a small reduction of damage (d10 instead of a 12) you get a the trip option, and have two damage types (piercing or slashing).
Two decent advantages.

Now for optimized Halbred options, you want Combat Expertise, and Improved Trip. You're going to want Combat Reflexes for AoO abuse. Improved Disarm is an option (but not essential).

What I like to do is such. On my first attack trip, if successful you'll be able to get a free attack (AoO Improved Trip) then finish by wailing on him with whatever actions you have left in your full attack action. Now when it comes to be his turn he'll stand up from prone (drawing an AoO) since you can't trip him again on this AoO (the attack is determined prior to the action that drew the AoO) this is when you disarm them. Granted you don't deal damage on this AoO... but now you've basically kept him from attacking you.

Standing up from prone is a move action. All he has left is another move action (double move action) OR a standard action. Since drawing a weapon withough Quickdraw is a move action, and picking up a weapon from the ground is a move action (one that provokes and attack of opportunity), He either has to draw a new weapon, or pick his up (in which case you trip him with your AoO) or he attacks you unarmed (which will draw an AoO... and you trip him with it). Wash. Rinse, Repeat.

Basically against humanoid opponants you'll just be embarassing them.

Which is when your DM starts throwing multi-legged monsters with natural attacks or monks after you... but hey its fun while it lasts.
stuce

08-16-06, 10:30 PM
Woah... you lost me. Why can you NOT make an improved trip on an AoO but you can do a disarm?? Please site SRD if possible.
Despana

08-16-06, 10:36 PM
Who said you couldn't Improved Trip on an AoO?

Edit: Nevermind, I see it. What he meant is that you can't trip someone on an AoO provoked by the person standing up. The AoO provokes when they are still prone, and thus, no tripping.
K_Man

08-16-06, 10:38 PM
Only in that specific case, when someone is standing from prone, which provokes and AoO. The AoO occurs before the action that provokes is completed...i.e., while the guy is still prone. So, by definition, you cannot trip someone who is already on the ground. You can, however, sunder him or disarm him, or just plain old can of whup tush on him.
Nived

08-16-06, 10:41 PM
You can perform any of the special combat actions on an Attack of Opportunity. Trip, Disarm, innitiate a Grapple, Sunder.

However according to the official FAQs

When a character gets up from prone, when does the attack of opportunity take place? Then he is still prone? When he is standing? Can the attacker choose when yo attack? In one care the attacker can get a +4 bonus to hit, in the other he can make another trip attack.

All attackes of opportunity happen before the action that triggers them (see chapter 8 of the players handbook). When you make an attack of opportunity against someone who is getting up, your target is effectively prone, and therefore cannot be tripped. You could ready an action to trip a prone foe after he gets up however.

So you can't trip a guy getting up and you can't disarm a guy picking up his weapon. You CAN however disarm a guy getting up, and trip a guy picking up his weapon... this is my favorite form of combat.

Until the DM pulls out locking gauntlets and Lord Sunder and the Sunderlings to punish you.
ShinAkuma2

08-16-06, 10:46 PM
He's been confused by the fact that an opponent that provokes from standing up can't be tripped again.

An AoO happens before whatever provoked it. You try to trip the guy who's standing...and realize he's still prone at the time of the AoO, wasting it. He then stands as normal.
cwslyclgh

08-16-06, 11:04 PM
Now for optimized Halbred options, you want Combat Expertise, and Improved Trip. You're going to want Combat Reflexes for AoO abuse. Improved Disarm is an option (but not essential).the Spinning Halberd combat style feat from CW can come in handy for a halberd weilder as well although it has a requiement of two-weapon fighting, which is probably going to be a wasted feat (other then as the prerequisite) for a typical halberdiar.
InkBlot

08-17-06, 12:59 AM
A halberdier can put TWF to good use with armor spikes.
Wharin

08-17-06, 01:22 AM
So you can't trip a guy getting up and you can't disarm a guy picking up his weapon. You CAN however disarm a guy getting up, and trip a guy picking up his weapon... this is my favorite form of combat.


Dude, FTW! That is awesome. I've usually been pretty good at thinking of sick combos, but that is just mean. Just a nasty combo that was hiding in plain sight. Just completely frustrate your opponent as can't get in a blow, edgewise.

The only thing i would even consider changing is switching out the Halberd and Hold the Line with simply taking a Guisarme, as (if I recall correctly, though i am probably wrong) Hold the Line only helps if they charge you, where as with a Guisarme all they have to do to provoke an AoO from you is leaving your threatened space (and thats pretty easy with a range weapon), charge or no. You also get to save that feat for something else, though if you are a fighter, its not as if you are going to be hard up for feats.

That said, the day you come up against a Rumblin Tumblin dwarven monk (or really any big monser) the combo falls apart, but up until then its a party!
Nived

08-17-06, 01:35 AM
The problem with the ranseur is that it doesn't give the trip option. The guisarme allows you to trip (and every weapon can disarm, just some have bonuses to), and has the reach.

While reach weapon can be useful they can be a pain, and for groups that don't use grid maps for every combat they can really be hard to use tactically.

That being said, there was one character I had (which I wouldn't mind trying to play again with the Weapon Mastery feat) who had a "Polearm sheath" custom magic item... which we around the table called "The Golf Bag". Was basically a gold bag you could put about a dozen polearms in, that no matter how long they were only the head of the polearm was sticking out of the bag. So yeah, it was basically a golf bag and I basically decided to be a 'right tool for the job' fighter. With that character, while I used the Glaive, Guisarme, and Ranseur, I found myself generally going for the Halbred again and again.
Wharin

08-17-06, 04:01 AM
Yeah i meant Guisarme, and fixed it on one spot before i posted, but missed its second mentioning. Fixed.

Yeah, Reach weapons is a tricky beast, and while you can easily learn it, mastering it and trying to apply it in cramped quarters or if you are playing without a grid, it gets tricky.