Is it just me or do any of you think Speed Factor on weapons should be brought back?

BelenUmeria said:
Actually, that might not be so bad. However, it would be easier to develop a mechanic where three classes of weapons exist: Light, Medium, Heavy.

Light weapons grant a +2 bonus to init.
Medium weapons grant a +0 bonus to init.
Heavy weapons grant a -2 bonus to init.

That would seem to offset the lack of damage that a light weapon deals and the massive damage that heavy two-hand type weapons deal.

Speed factors were clunky, but a simple mechanic would be nice.

Okay I haven't read everything here, just the first couple of posts. I'm pretty sure that the weapon proficiency feats make up for speed factors. Even so, if they didn't how would initiative affecting feats hold sway in redesigning the game to suit the new mechanic?
 
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Darklone said:
Ehem.... for the average damage calculations between dagger +5 and greatsword +5... you didn't take into account that vs a set AC the iterative dagger attacks will hit much more often than the iterative greatsword attacks, even if you consider a maximum of 5 (why 5? Usual is 4) attacks per round.
I don't really care about that. The AC is a vacuum and is everchanging and has not been figured into any of the previous math. The math in this thread has always been assuming you're hitting with every shot. *shrug*

Hagen
 

So, here's a question: How much is being able to hold a shield or dual wield weapons, a two point modifier on swim checks, ease of concealability, the capibility to be thrown, and being a simple weapon worth?

As long as the iterative attack bonus didn't ever cause the number of bonus attacks gained to exceed one, It doesn't seem too bad. Do you think the portions of time (right before that second attack) where someone wielding a 1D6 damage 1-handed light weapon has roughly equivalent damage capability (in our ACless test again) enough to cause a problem?

And yeah, thanks for pointing out the AC arguements, but we have been mostly hashing out damage. Truthfully, I rarely expect my iterative attacks to hit in practice anyway. That said, I'd feel gypped as a greasword user if my iterative attacks started suffering penalties.
 

SSquirrel said:
I don't really care about that. The AC is a vacuum and is everchanging and has not been figured into any of the previous math. The math in this thread has always been assuming you're hitting with every shot. *shrug*

Hagen
Most comparisons only compare different weapon damages at the same chance to hit, which is not true here.

True comparisons should take a range of AC into account... actually it's pretty simple (and has been explained in Sword&Fist IIRC). You simply multiply your average damage with the expected chance to hit to get the expected average damage for different ACs.

Example: Longsword wielder with one attack +8, damage 1d8+4. The average expected damage per round against AC 18 is 7.5* (18-8=10 equals to 55%) = 4.125.

Have a look at it and you'll see that in most cases a +1 to hit equals in more average damage per round than a +1 to damage.

If you want to see how that works for different ACs, such an excel spreadsheet is pretty simple (I'll do it next week if someone wants).
 
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I personally like the EQRPG method of weapon speed determining the rate of iteratives.

SKR's arguments tend to falter if you aren't using the initiative method of weapon speed.

Changing mid-stream doesn't result in much of a problem (Except as mentioned below), it simply changes the rate at which you continue to get iteratives. Grapple attempt with your normal attack rate (the standard +5), switch over to standard attack with your dagger and get iteratives at (+8 and +12).

The problem of the spear-wielder being able to deal with the dagger user relates more to the more generalized range rules rather than weapon speed. Much in the way that a glaive user would be able to actually stop the dagger wielder before they were able to make their attacks. Also, the damage dealt in a single hit should represent more of a "stopping power" than the ability to quickly deal out damage. Interesting sidenote, Dagger is Quick (4) and Shortspear is only Standard (5). Quick is the fastest base weapon, Very Quick (3) is achievable on a 'base' weapon with a magical enhancement. Very Quick (2) can be reached with said magical enhancement + Double Hit. Also, the slowest weapon sits at Slow (6), with some potential for Very Slow (7) for wrong sized weapons-magical 'enhancement', etc. Very Quick (2) is also the 'fastest' a weapon gets.

The largest problem present is the 'switch weapon in mid-full-attack', in which case, it may well be a good idea to 'Quick Draw' to your Big Slow weapon for what would be your last iterative attack, and then 'Quick Draw' back to your more speedy weapon. However, even then, such actions result in you dropping weapons to the ground to swap as opposed to sheathing, so it really is only significantly useful if the character in question is using a 'golf-bag of weapons' approach.

Also, off-hand attacks may be ill-represented if the high speed weapons weren't typically the light weapons. And if the character in question did not intend to progress fully down a TWF feat chain (for the additional off-hand attacks).

Max Iterative Attacks still cap out at 5th as wrriten in the EQ ruleset, which may result in some diminished returns as you reach higher levels, but even still, having your iterative attacks use a higher attack bonus is usually a benefit, especially for a potential power attack user.

Of course, in late game EQRPG, it's possible to get spell buffs to reduce your Weapon Delay (or provide up to 2 extra attack actions every round)...

And while it may be more likly for the dagger user to 'hit more often' it's also more likly for the greatsword user to actually breach damage reduction. (Side note, universal DR is a bit more common in EQ as a redundant option, which does have a significant impact for this instance).

Although, if the justification is for more realism, you'd be better off reworking the combat mechanics of D&D/d20 from the ground up, because it'll kludge to all Baator if you don't :).
 

ThoughtBubble said:
Well, if it's easy then please do. ;)
Here we go... if you find a mistake, tell me, there may be more than one.

I didn't take critical hits into account yet.

Just change the red fields, e.g. higher or lower strength, average weapon damage (e.g. add 7 to both if you want to see how +2d6 sneak attack works).

with str +4 and +5 weapon enhancement, the daggers still lose. Add only +2d6, either from sneak attack or energy enhancements, and they are pretty equal.

It does not look so bad until you take into account that a guy with greatsword here merely does 1.5 times as much damage as someone with a dagger who still has one hand free.

The iterative attacks may be fine for low magic campaigns... otherwise they only bring back the thousands of doublewielding daggerfighters of 2nd edition where only the stylish warriors used a greatsword.
 

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Darklone said:
Here we go... if you find a mistake, tell me, there may be more than one.

I didn't take critical hits into account yet.

Just change the red fields, e.g. higher or lower strength, average weapon damage (e.g. add 7 to both if you want to see how +2d6 sneak attack works).

with str +4 and +5 weapon enhancement, the daggers still lose. Add only +2d6, either from sneak attack or energy enhancements, and they are pretty equal.

It does not look so bad until you take into account that a guy with greatsword here merely does 1.5 times as much damage as someone with a dagger who still has one hand free.

The iterative attacks may be fine for low magic campaigns... otherwise they only bring back the thousands of doublewielding daggerfighters of 2nd edition where only the stylish warriors used a greatsword.

Damage does result in some interesting results, and it does necessitate changing/acknowledging that weapon damage needs to be accounted for, thankfully most of them aredone for ya with the EQRPG :).

EQRPG does acknowledge the problem of the light weapon duel wielders resulting in changes to at least the dagger damage (1d3 in EQrpg). The 'strongest hitting' Simple Quick weapon sits at 1d4(Subdual) for a large unarmed strike... Melee weapon types result in the the best being a rapier at 1d4 /18-20/x2 at quick, which would actually serve as a nice point of comparison for the greatsword point (2d6 /19-20/x2, Slow). Especially since they are both 'martial' weapons, clawed handwrap would make for a nice off-hand comparison given that it is martial with 1d4/x2/quick, so it remains light.

[ Further clarification / commentary ]
Also, Scimitar may be a nice comparison, at 1d6 /18-20/x2... I'm not quite sure why I skimmed over it before, but possibly because of weapon finesse option... Another interesting note is that EQRPG uses weapon class/grouping proficencies. However, the 1h-slash and 2h-slash groups both fit under the warrior/fighter type, so it isn't too significant or meaningful in this conversation.

I'd be interested in seeing that excel worksheet with more options for changing the rate of iteratives (for instance, I'd like to see how the comparison fairs when you introduce EQ haste effects + double hit + Speed quality).

Also, the 5 Iterative attack cap may be 'too much' in a 20-level base field (EQRPG uses a 30-level baseline). And yes, I am being an excusist :), I do like the excel sheet though :), now if I can figure out how to change the iterative rates.

[ Add Also, D-11 and N-11 use a nice fixed variable of 20 in them, just curious as to the basis for that) -- Figured out, it answered my earlier problem too :P]

[ Second Add ]
Interesting...

I went and changed both weapons back to 5 iterative attack, base 20, and the dagger still tends to "match performance" roughly around AC 40. Of course, this is a bit falty too, as D&D caps out at 4 iterative attacks.

It is more immediately noticable when the speeds diverge (even with the adjusted weapon damage for the dagger). It does exagerate the balance problem between two weapons and how enhancement bonuses are a linear benefit.

One thing I learned from the spreadsheet though, I now realize why EQ critters typically have alot higher AC :).

--> Another add
In general, it looks like the EQRPG was designed rather heavily to add additional benefits to the Big Sword Warrior through the 'taunt' mechanism and the warrior disciplines and in part how it's more likly for EQ 2h wielders to have an 'overloaded' weapon (ie, because they don't have to worry about a shield or secondary weapon, they can load more bonuses onto their single weapon of choice).
 
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Wee finished adjusting the spreadsheet for my little needs. Would it be ok if I posted it for others to see Darklone?

[ Edit/Add Fun Summary ]
Without accounting for the 20 'all-hit' (tilts in advantage of the slower weapon, but not significantly), the Greatsword/Dagger conflict appears to favor the dagger at more extreme ACs, and in order to balance a weapon speed iterative attack, it is necessary to (At the least) reduce damage of the faster weapons.

Interestingly enough, if you account for criticals, I think a scythe (1d10/x4/slow) or greataxe (2d6/x3/slow) may prove a better 'slow' weapon than the Greatsword (2d6/19-20/x2).

Similiarity in damage output tends to occur around AC 47 for BAB 20/ Max Itr 4/D&D weapon stats/Normal Progression, with an damage of roughly 2.3 (dagger) and 3.6 (greatsword) per round. At BAB 20/Max Itr4/1d3 dagger damage/Dagger4, Greatsword6 delays, at AC 47, 2.2 for dagger 3.6 for greatsword. The trouble is in that, the curves approach each other (10 pt variance in damage starts at AC 28, and reaches 5 pt variance at AC 33).

The Greatsword does maintain a steady lead in both situations, but, as mentioned, the dagger warrior will have the advantage of a free hand...

// Add - Yet Again
Hmm, another interesting observation may be again the Trident or Broad sword (from EQ:PH) as those are the only two one-handed 'slow' weapons. I'd slant towards the broad sword as it lacks any extra spiffy quirks (1d10/x2/slow), although the trident does appear to be superior to the broad sword in every way (same stats, but more perks).
 
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Darklone said:
The iterative attacks may be fine for low magic campaigns... otherwise they only bring back the thousands of doublewielding daggerfighters of 2nd edition where only the stylish warriors used a greatsword.
Again I think we're just hitting complete differences in groups. The entire time I played 2E I played with probably about 50 different people and never saw this *shrug* I guess the guys in Ohio and Kentucky that I played with wanted to see the bigger weapons or the almighty longsword more than dual dagger.

*disclaimer:This is not any sort of commentary on anyone's playstyle, it is a bit of my personal experience.*

Also, Riella, excellent work on things. So if you have to get up AC 47 before things start balancing toward the lone dagger being favorable that sounds pretty ridiculous. Only time I've seen AC that high is in Baldur's Gate:DA *grin*


Hagen
 

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