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<blockquote data-quote="Celebrim" data-source="post: 6298866" data-attributes="member: 4937"><p>That's reasonable. I tweaked the numbers a bit as well.</p><p></p><p></p><p></p><p>It also to a certain extent adds some balance to the weapons, particularly with a small amount of tweaking. Longsword versus Morningstar becomes a much more interesting question, for example. Weapons like Bec de Corbin's suddenly make sense and are interesting. Halberds become actually pretty good. Maces were a reasonable knightly weapon, just like in real life. The only problems I had were axe's were too weak and two-handed swords too strong, but all in all I loved the system. </p><p></p><p></p><p></p><p>The problem with dropping individual initiative is that it is hugely unbalancing, especially if you've also dropped (or have never used) the rule that says claw/claw/bite or multiple attacks don't go on the same segment, but alternate. If one side gets in all of its attacks first in D&D, it's a massive massive advantage. </p><p></p><p>As for weapons vs. AC modifiers, I found that it sped up play rather than slowed it provided, as I suggested, that you take the time prior to a session to write out a little 'to hit' table for each character. What slows down play is taking time to do mental arithmetic to figure out whether or not you hit. So you see PC's rolling a 16, then mentally adding, "Ok +2 for weapon specialization that's 18, and +1 for strength that's 19, and +2 for my magic sword that's 21... and errmm is that it... ok '21'. Does that hit?" And he'll do the same darn thing the next round, or even for the next throw. That is lethal to the speed of play whether or not you are using 'weapon vs. AC modifiers'. But if I create a chart for Tim's longsword +2, it's going to be stable for many sessions of play and all Tim has to do is report what he rolled knowing that I've already figured in both his +5 to hit and his weapon vs. AC modifier. When I did that it dramatically sped up play at my table compared to the usual method of trying to remember all the bonuses and leaving it up to the players to perform the arithmetic.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6298866, member: 4937"] That's reasonable. I tweaked the numbers a bit as well. It also to a certain extent adds some balance to the weapons, particularly with a small amount of tweaking. Longsword versus Morningstar becomes a much more interesting question, for example. Weapons like Bec de Corbin's suddenly make sense and are interesting. Halberds become actually pretty good. Maces were a reasonable knightly weapon, just like in real life. The only problems I had were axe's were too weak and two-handed swords too strong, but all in all I loved the system. The problem with dropping individual initiative is that it is hugely unbalancing, especially if you've also dropped (or have never used) the rule that says claw/claw/bite or multiple attacks don't go on the same segment, but alternate. If one side gets in all of its attacks first in D&D, it's a massive massive advantage. As for weapons vs. AC modifiers, I found that it sped up play rather than slowed it provided, as I suggested, that you take the time prior to a session to write out a little 'to hit' table for each character. What slows down play is taking time to do mental arithmetic to figure out whether or not you hit. So you see PC's rolling a 16, then mentally adding, "Ok +2 for weapon specialization that's 18, and +1 for strength that's 19, and +2 for my magic sword that's 21... and errmm is that it... ok '21'. Does that hit?" And he'll do the same darn thing the next round, or even for the next throw. That is lethal to the speed of play whether or not you are using 'weapon vs. AC modifiers'. But if I create a chart for Tim's longsword +2, it's going to be stable for many sessions of play and all Tim has to do is report what he rolled knowing that I've already figured in both his +5 to hit and his weapon vs. AC modifier. When I did that it dramatically sped up play at my table compared to the usual method of trying to remember all the bonuses and leaving it up to the players to perform the arithmetic. [/QUOTE]
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