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General Tabletop Discussion
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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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<blockquote data-quote="reiella" data-source="post: 1432895" data-attributes="member: 160"><p>I personally like the EQRPG method of weapon speed determining the rate of iteratives.</p><p></p><p>SKR's arguments tend to falter if you aren't using the initiative method of weapon speed.</p><p></p><p>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).</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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).</p><p></p><p>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.</p><p></p><p>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)...</p><p></p><p>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).</p><p></p><p>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 <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />.</p></blockquote><p></p>
[QUOTE="reiella, post: 1432895, member: 160"] 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 :). [/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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