Frostmarrow
First Post
The old trick, eh? Fix the opposition's posts! 

Given the way initiative, number of attacks per round, and reach work in 3E D&D, it seems we should not involve weapon speed with these particular game mechanics. However, weapon speed should still count for something! With all other things being equal, a combatant with a fast, balanced weapon should have some kind of advantage over a combatant with a slow, unbalanced weapon.
After much thinking, devising, and playtesting, here's the idea I finally came up with...
Each weapon should have a speed factor, based primarily on how quick, easy, and opportune it is to bring that weapon's focal point -- its "business end" -- into play. This considers such characteristics as the weapon's weight, length, balance, form, usage, etc.
With 3E D&D, weapon speed should not modify initiative rolls, so it does not affect attack order. (Thus it does not interfere with 3E D&D's cyclic combat rounds.) Nor should weapon speed affect the rules for weapons with reach. (A combatant with reach will still have a certain advantage over one without, even if the former's weapon is slower and less balanced than the latter's.)
However, weapon speed should come into play when a combatant is able to make multiple attacks per round; in which case, he applies his weapon's speed factor as a cumulative penalty to each additional attack after his first. (This, rather than the the flat -5 penalty, cumulative, that 3E D&D applies).
Consider the following weapons and their speed factors...
Shortsword, Size: Small, Damage: d6, Speed: -3.
Longsword, Size: Medium, Damage: d8, Speed: -4.
Bastardsword (2-handed), Size: Medium, Damage: d10, Speed: -4.
Greatsword (2-handed), Size: Large, Damage: d12, Speed: -5.
Hand Axe, Size: Small, Damage: d6, Speed: -4.
Battle Axe, Size: Medium, Damage: d8, Speed: -5.
Dwarven War Axe, Size: Medium, Damage: d10, Speed: -6.
Great Axe (2-handed), Size: Large, Damage: 2d6, Speed: -6.
Notes: Axes and swords of similar sizes are pretty much equal when it comes to reach and damage. But swords are better than axes when it comes to speed. This is due to 1.) a sword being a balanced weapon, and 2.) a sword's focal point -- i.e. its blade -- being available for 3/4 or more of the weapon's length, from either side. An axe, on the other hand, is a hefting, unbalanced weapon; most of its weight is at its end, where its focal point is available only for the final 1/4 of the weapon's length, and from only one side. In this way, swords are better -- quicker, easier, and more opportune -- than axes when it comes to making multiple attacks per round.
With these rules, if a 12th fighter with a total attack bonus of +16 was armed with a longsword (speed -4), the bonuses for his three attacks per round would be +16/+12/+8. If that same fighter was armed with a battle axe (speed -5), the bonuses for his attacks would be +16/+11/+6.
So, a weapon with a good speed factor doesn't give a combatant any additional attacks per round; not with the way combat rounds and numbers of attack per round work in 3E D&D. What a good weapon speed does is make it easier for a combatant to make successive multiple attacks -- but only if he's able to make multiple attacks per round, to begin with.
Hmm, some of this has potential.
The things I hated about "weapon speed" is that each weapon had a different speed and you ran into weird things like people running past the end of the round because they had slow weapons etc.
I like Azlan's general idea of making it modify how much each successive attack goes down. I've got an idea or two to throw into the mix. Note this is just all coming off the top of my head from reading the posts, so bear with me if it's got some rough edges or I paint myself into a corner somewhere. I have't actually planned and tested this and am suddenly going "oh yeah we have rules for this over here" and pulling a sheet out of my notebook on this one.
Instead of having the speed factor based on educated guesses, let's make it based on size category.
Weapons of your size category wielded in one hand, i.e. human wielding longsword are the base case. Let's call this -5, as that's also the normal case.
Now, let's expand from there. How about, for each size category smaller a weapon is than you, it's +1 relative to the base, and for each size category it is larger than you, it's -1 relative to the base.
So...
dagger (tiny) = -3
shortsword (small) = -4
longsword (medium) = -5
greatsword (large) = -6
This also seems to fit nicely that a monk's reduced to hit penalty with just his fists (probably considered 2 size categories smaller) is -3 in the DMG as per unarmed attack bonus.