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General Tabletop Discussion
*Pathfinder & Starfinder
Bringing back weapon speed!
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<blockquote data-quote="DreamChaser" data-source="post: 893023" data-attributes="member: 1190"><p>I agree. If I wanted realistic, I'd stick with reality. (please notice the first person...I'm not attacking anyone.)</p><p></p><p>I remember once I was inspired by Final Fantasy III to create an inititive system that was not round based but instead was cyclical. The count started at 0 and each person would roll initiative. They had a complex fomula based on their weapon, dexterity, size, and number of attacks to determie weapon speed and then they added a d10. This determined the count they would go on. if they got multiple attacks with a weapon the would add just the speed the number of times they were attacking before they would roll the "spacer die (d10)" again and add it to their previous amount.</p><p></p><p>It was a great system. My players loved it. When we got to 100, we'd start over at 0 (with full carryover, so 105 became 5). If someone forgot to reroll intitiative then they had to roll from the CURRENT number rather than their orginial (they lost track of what they were doing). Spells had a speed equal to their level (or 2x their level for cleric spells). A round was defined as being 20 counts and combat lasted on average to 150 count.</p><p></p><p>The problems:</p><p>the math: if someone picked up a new weapon in the middle of combat we had to figure out the weapon speed for them using the weapon.</p><p></p><p>the math: keeping track of all the NPC combatants was a nightmare for me</p><p></p><p>the length: combat on average took 2 hours to resolve because I would have to go through each count.</p><p></p><p>the fixed nature: players had to decide what their characters were doing before they rolled and couldn't change it (because the would mess with their count). I finally allowed them to change actions by simply adding their modifier for the new action rather than having to reroll their count completely and start over. Still it sucked when the target of your melee attack has died and you have no one else in range.</p><p></p><p>I still love the system and if I were running a tactical game, it is what I would use. I also have a different armor system (Attack v Defense / Damage vs Soak+Armor) but again it is more time consuming, more math intensive, and more suited to a tacsim game.</p><p></p><p>Just my .35 cents (I always spend more than I mean to.)</p><p></p><p>DC</p></blockquote><p></p>
[QUOTE="DreamChaser, post: 893023, member: 1190"] I agree. If I wanted realistic, I'd stick with reality. (please notice the first person...I'm not attacking anyone.) I remember once I was inspired by Final Fantasy III to create an inititive system that was not round based but instead was cyclical. The count started at 0 and each person would roll initiative. They had a complex fomula based on their weapon, dexterity, size, and number of attacks to determie weapon speed and then they added a d10. This determined the count they would go on. if they got multiple attacks with a weapon the would add just the speed the number of times they were attacking before they would roll the "spacer die (d10)" again and add it to their previous amount. It was a great system. My players loved it. When we got to 100, we'd start over at 0 (with full carryover, so 105 became 5). If someone forgot to reroll intitiative then they had to roll from the CURRENT number rather than their orginial (they lost track of what they were doing). Spells had a speed equal to their level (or 2x their level for cleric spells). A round was defined as being 20 counts and combat lasted on average to 150 count. The problems: the math: if someone picked up a new weapon in the middle of combat we had to figure out the weapon speed for them using the weapon. the math: keeping track of all the NPC combatants was a nightmare for me the length: combat on average took 2 hours to resolve because I would have to go through each count. the fixed nature: players had to decide what their characters were doing before they rolled and couldn't change it (because the would mess with their count). I finally allowed them to change actions by simply adding their modifier for the new action rather than having to reroll their count completely and start over. Still it sucked when the target of your melee attack has died and you have no one else in range. I still love the system and if I were running a tactical game, it is what I would use. I also have a different armor system (Attack v Defense / Damage vs Soak+Armor) but again it is more time consuming, more math intensive, and more suited to a tacsim game. Just my .35 cents (I always spend more than I mean to.) DC [/QUOTE]
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Bringing back weapon speed!
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