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General Tabletop Discussion
*Pathfinder & Starfinder
Is it just me or do any of you think Speed Factor on weapons should be brought back?
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<blockquote data-quote="ThoughtBubble" data-source="post: 1417374" data-attributes="member: 9723"><p>You really don't want to bring back speed factors in 3rd Edition. At least, not as a solitary rule. </p><p></p><p>Bringing back speed factors is essentially the first step in moving back to a blow by blow version of combat. You are (essentially) strippping away the cloud of uncertianty as to what a person is doing moment to moment during the combat round. How do we know that the dagger wielder isn't dancing around, slashing and using his better speed to finally get that one successful strike in? Well, with weapon speeds we're saying that since the dagger is faster to use, it should go first. Before there was no real concept of 'first' just the order of action resolution. It's assumed that everyone's moving throughout the round.</p><p></p><p>However, if you want to go into a blow by blow accounting of combat, here are some things you need to take into account: </p><p style="margin-left: 20px">Range: Range is king. This is why when we sparred, the experts got the short swords, and the novices got the longer ones. A fencer will most likely thrust a dagger user ni the lung, and suffer a cut to the underside of his arm. Having a superior range allows you to control the pacing of combat unless your opponent is able to close (hard to do with out getting hurt).</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Refresh speed: A varient of initiative modifiers. This is how long it takes you to get ready for another strike after the first. More skilled wielders have a lower refresh speed. This is the speed modifier you'd use the round after an attack. You may wish to allow players to reduce the delay from refresh speeds in exchange for less damage.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Impact: How much splatter is there when an attack hits? Weapons with high impact (baseball bats, maces, and axes) tend to be weighted heavily towards the end (having a higher refresh speed) and are hard as **** to block. This helps in overcoming things like shields, raised guards, and bones in the way of meaty bits. </p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Control: How able are you to make the weapon swing and dance around as you please? Light swords and spears (especially the chinese techniques) have a lot of this. How much can you 'Jet Li'ify the fight scene? This translates to an added defense bonus, and faster second attacks after a failed attack. An example of a high control but low refresh speed would be any light sword that relies on the wielder pulling the edge along their opponent to make a critically deep cut.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Mobility: Mostly a factor of high impact weapons, low mobility weapons are those that it's hard to move well with (or in certian directions). These weapons usually use a technique that has limited mobility. Other times they're simply heavyier weapons that require planted feet. Consider a baseball bat.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Ease of use: Some weapons are just easier to use. Maces are a good example of something that almost anyone can pick up and swing.</p> <p style="margin-left: 20px">Draw time: How long does it take to get that initial attack ready. How ackward is it to get into the basic battle stance?</p><p></p><p></p><p>Additionally, you might want to consider switching from the straight HP system to something more suited to that style of combat. Low HP, more swinging, overbearing, feinting and such.</p><p></p><p>Actually, that might be a fun system to put together. Now, if we could just take into account combat momentum...</p><p></p><p>Well, hope that helped.</p></blockquote><p></p>
[QUOTE="ThoughtBubble, post: 1417374, member: 9723"] You really don't want to bring back speed factors in 3rd Edition. At least, not as a solitary rule. Bringing back speed factors is essentially the first step in moving back to a blow by blow version of combat. You are (essentially) strippping away the cloud of uncertianty as to what a person is doing moment to moment during the combat round. How do we know that the dagger wielder isn't dancing around, slashing and using his better speed to finally get that one successful strike in? Well, with weapon speeds we're saying that since the dagger is faster to use, it should go first. Before there was no real concept of 'first' just the order of action resolution. It's assumed that everyone's moving throughout the round. However, if you want to go into a blow by blow accounting of combat, here are some things you need to take into account: [INDENT]Range: Range is king. This is why when we sparred, the experts got the short swords, and the novices got the longer ones. A fencer will most likely thrust a dagger user ni the lung, and suffer a cut to the underside of his arm. Having a superior range allows you to control the pacing of combat unless your opponent is able to close (hard to do with out getting hurt). Refresh speed: A varient of initiative modifiers. This is how long it takes you to get ready for another strike after the first. More skilled wielders have a lower refresh speed. This is the speed modifier you'd use the round after an attack. You may wish to allow players to reduce the delay from refresh speeds in exchange for less damage. Impact: How much splatter is there when an attack hits? Weapons with high impact (baseball bats, maces, and axes) tend to be weighted heavily towards the end (having a higher refresh speed) and are hard as **** to block. This helps in overcoming things like shields, raised guards, and bones in the way of meaty bits. Control: How able are you to make the weapon swing and dance around as you please? Light swords and spears (especially the chinese techniques) have a lot of this. How much can you 'Jet Li'ify the fight scene? This translates to an added defense bonus, and faster second attacks after a failed attack. An example of a high control but low refresh speed would be any light sword that relies on the wielder pulling the edge along their opponent to make a critically deep cut. Mobility: Mostly a factor of high impact weapons, low mobility weapons are those that it's hard to move well with (or in certian directions). These weapons usually use a technique that has limited mobility. Other times they're simply heavyier weapons that require planted feet. Consider a baseball bat. Ease of use: Some weapons are just easier to use. Maces are a good example of something that almost anyone can pick up and swing. Draw time: How long does it take to get that initial attack ready. How ackward is it to get into the basic battle stance?[/INDENT] Additionally, you might want to consider switching from the straight HP system to something more suited to that style of combat. Low HP, more swinging, overbearing, feinting and such. Actually, that might be a fun system to put together. Now, if we could just take into account combat momentum... Well, hope that helped. [/QUOTE]
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Is it just me or do any of you think Speed Factor on weapons should be brought back?
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