Deadguy
First Post
A friend of mine had a reasonable approach with a home-brewed system of his. He divided a round of combat into a fixed set of 20 segments. Every weapon had, as part of its defining stats, a Speed score. He also assigned Speed scores to spellcasting and other likely in-round actions, plus a Movement Rate per Segment. Basically you acted on the Segment which was your Weapon Speed, and again every multiple of your Weapon Speed. If you needed to move first, you added in enough Segments to reach your opponent. Characters could buy a skill in a given weapon type to increase its Speed (but limited to a maximum of halving the Speed).Sir Osis of Liver said:
I disagree, it makes sense that someone can strike faster with certain weapons. The problem is there's never been a system that deciently handles it.
It's a little more complicated than most people would want, and it did require the players to work out their combat stats in advance, but it also meant that it was a real choice between high-damage-but-slow weapons and low-damage-but-fast ones. The system went through some refinements later (modifying Speed by a reaction modifier based on a character's Quickness attribute, opening up the round, so that you just kept running the count forward rather than putting in arbitrary boundaries for rounds), but was okay in play.
That said, do I want something similar in D&D3e? Hell no! 3e's system is simple, and focusses instead on tactical combat, which suits me fine.