D&D 4E 4E Weapon speed is back?

avin

First Post
Here’s a highly probable conversation lifted from the future, one year from today, as two players who’ve just met at a convention discuss their PC choices for their upcoming D&D game.

“I’m playing a 3rd-level human fighter named Graelar.”

“Cool. Is he weapon and shield or two-hander?”

“He’s sword and board, man.”

“Longsword?”

“Yeah. I thought about going high Con and using a hammer, but I wanted to start with the chance to make a couple of attacks, so I’m using rain of blows as my good weapon attack, and I went with high Wis so that I can switch to the better oppy powers later.”

“My elf fighter uses a spear. I like the speed and the option to go past AC. But you’ve got the fighter covered. I’ll play a halfling rogue.”

The names and destinations of the powers mentioned above might have changed by the time the game is in your hands. What won’t change is that fighters care about which weapons they use much more than other characters. Other character classes have specific weapons and weapon types that they tend to rely on while still maintaining access to a larger chunk of the weapon chart. The fighter is the only current 4th Edition class with capabilities that depend on the weapon they have chosen to train the most with. Even at 1st level, a fighter who uses an axe has a different power selection than a fighter who relies on a flail or a rapier or a pick. In the long run, fighters can diversify and master powers related to a few different weapons, but most will opt to focus on the weapon that suits their personal style, helps their interactions with the rest of the PCs in the group, and carries all the magical oomph they’ve managed to acquire.

Many fighters will opt for swords. Swords have the most flexible assortment of powers. In a fighter’s hands, the longsword is the queen of the battlefield and the greatsword is the queen’s executioner. But each of the other significant melee weapons offers the fighter unique advantages and opportunities. For the first time, you’ll be able to say “I’m an axe fighter” or “I’m a flail fighter” and that will mean something cool.


http://www.wizards.com/default.asp?x=dnd/drdd/20070816b
 
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Probably has more of something to do with the way Fighters can use each weapon differently than other classes. Probably a class based feat/talent that allows some kind of special maneuver with a spear.
 

I don't think it means weapon speed in the AD&D sense. Notice that the player with the sword is the one trying to get multiple attacks, not the player with the high speed weapon.

Possibly an initiative bonus?
 

Are we possibly looking at a Shadowrun-style initiative system, where for every x points above a certain initiative value, you get an extra attack?

Just a thought. This could actually make a dex-based fighter as interesting as a str based fighter - the dex based fighter hits more often, the strength based fighter hits harder.
 

I'd be on board with some combat maneuvers. Sounds like it could be a fun mechanic. Though I understand that ToB: Bo9S had a bunch of "sword magic" like shooting sword fireballs or something.

Making martial characters sword-mages or wuxia-masters would be an absolute deal-breaker for me. But just having spiffy combat maneuvers ("I'll do a smash this turn" or "I'll try for a hamstring") could be fun if they don't go overboard on the fiddlyness.
 

I really like the idea of giving each weapon access to certain maneuvers or feats that others don't get.

How they do this while reducing complexity and prep time should be very interesting, though.
 



I'm guessing there isn't really weapon speeds... The spear probably gives a bonus to intiative in some way as one of it's "powers..."


Korgoth said:
I'd be on board with some combat maneuvers. Sounds like it could be a fun mechanic. Though I understand that ToB: Bo9S had a bunch of "sword magic" like shooting sword fireballs or something.

Making martial characters sword-mages or wuxia-masters would be an absolute deal-breaker for me. But just having spiffy combat maneuvers ("I'll do a smash this turn" or "I'll try for a hamstring") could be fun if they don't go overboard on the fiddlyness.

Hah, they will... Maybe not at first, but they will :P

Seems like thats how it goes... stuff starts out and gets more and more powerful along the way (to make it seem new and exotic and give it a selling point)

and then they reset to a new edition. :P
 

Korgoth said:
I'd be on board with some combat maneuvers. Sounds like it could be a fun mechanic. Though I understand that ToB: Bo9S had a bunch of "sword magic" like shooting sword fireballs or something.

There's a lot less "sword fireballs" than some would have you believe. Aside from Desert Wind (which yes, has lots of magical-sword-fire stuff) all the Disciplines can be explained however you want. A Diamond Mind guy with a rapier is all about lining up your attacks and precision strikes; there's nothing inherently magical about it, unless you want it to be.
 

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