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General Tabletop Discussion
*Pathfinder & Starfinder
Proposal for Weapon Speed Factors
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<blockquote data-quote="redkobold" data-source="post: 2203438" data-attributes="member: 2585"><p>I have been thinking on weapon speed factors. That term may be loaded and carry too much baggage. I agree with Sean Reynolds rant:</p><p><a href="http://www.seankreynolds.com/rpgfiles/rants/weaponspeeds.html" target="_blank">http://www.seankreynolds.com/rpgfiles/rants/weaponspeeds.html</a></p><p></p><p>However it still seems to me that there could be a mechanism to differentiate how a weapon handles in terms of how quickly it can strike. Here is a different approach that how Sean tried to implement rules for speed factors.</p><p></p><p><strong>Premise (Fluff):</strong></p><p>There are simple and martial weapons. </p><p></p><p>Simple weapons are not complex mechanically or physically and are typically non-military common-use objects slightly modified or adapted for combat and require little training to use.</p><p></p><p>Martial weapons are more ergonomically developed, are physically more complex, and require extended use and practice to gain proficiency in their use. Often, (with many notable exceptions) they are single use and designed specifically for warfare. </p><p></p><p>Exotic weapons are very specialized weapons often with requiring complex maneuvers and manipulation to employ for combat.</p><p></p><p>Melee weapons are further broken down into light and 2-handed (2H henceforth). </p><p></p><p>From this I have decided that light weapons are governed more by coordination and speed so Dexterity is their governing or prime attribute.</p><p></p><p>2H weapons are heavier and although requiring coordination, primarily require a large amount of physical strength to effectively and speedily control.</p><p></p><p><strong>Proposal (Crunch):</strong></p><p></p><p><em>Simple, Light</em> weapons may be used to strike faster at the expense of damage. For each +1 initiative taken the attacker takes, apply –1 damage to a successful hit.</p><p></p><p><em>Martial, Light </em> weapons may be used to strike faster at the expense of damage. For each +2 initiative taken the attacker takes, apply –1 damage to a successful hit.</p><p><em>Exotic, Light weapons:</em> I have skipped these for now but I think special rules for each weapon may be appropriate.</p><p></p><p>Either could be stacked for a cumulative effect but is limited by their Dexterity. The maximum initiative bonus an attacker may take is equal to their Dexterity modifier. </p><p>Monks may use their Wisdom modifier in lieu of their Dexterity modifier.</p><p></p><p><em>Simple, 2H weapons</em> can deliver a more deadly strike that takes longer to execute. For each +1 damage attempted apply –2 initiative.</p><p></p><p><em>Martial, 2H weapons</em> can deliver a more deadly strike that takes longer to execute. For each +1 damage attempted apply –1 initiative.</p><p></p><p><em>Exotic, 2H weapons:</em> I have skipped these for now but I think special rules for each weapon may be appropriate.</p><p></p><p>Either could be stacked for a cumulative effect but is limited by their Strength. The maximum damage bonus an attacker may take is equal to their Strength modifier. The extra ½ Strength bonus for employing a weapon two handed does not apply to this. </p><p>Monks may use their Wisdom modifier in lieu of their Strength modifier.</p><p></p><p><strong>Implementation:</strong></p><p>There are a number of ways characters could be allowed these options.</p><p></p><p>Using these options would require the character announce it at the start of a round so that the referee could note their move up or down in the initiative count.</p><p></p><p>Most Open: Any character can use these options.</p><p></p><p><em>More Restrictive:</em> The character must have the Simple Weapon Proficiency feat. This will allow the character to use these options with all simple weapons. Note that all characters except for druids, monks, rogues, and wizards are automatically proficient with all simple weapons. They need not select this feat.</p><p></p><p><em>More Restrictive: </em> The character must have the Martial Weapon Proficiency feat. Taking this feat only allows the selection of one specific martial weapon not all martial weapons. Note that barbarians, fighters, paladins, and rangers are proficient with all martial weapons. They need not select this feat. A cleric who chooses the War domain automatically gains the Martial Weapon Proficiency feat related to his deity’s favored weapon as a bonus feat, if the weapon is a martial one. He need not select it.</p><p></p><p><em>Most Restrictive: </em> The character must have the Weapon Finesse feat or Weapon Specialization feat and these options are added features of these feats.</p><p></p><p>Also, perhaps it would take a full round attack to use the weapon in this manner although multiple attacks could still be made with or without these options.</p><p></p><p><strong>More Options:</strong></p><p>A feat could expand these options allowing other Ability score modifiers like Intelligence, Charisma, or Wisdom to effect the limits. </p><p>A feat could also increase the bonus on initiative or damage (as appropriate) and reduce the penalties.</p><p>Perhaps the bonuses could be anchored to BAB and increase with the character over time.</p><p>Special magic weapons could allow a character to use these options in some form.</p><p></p><p>Now for comments, questions, and proposed revisions. Cut loose!</p></blockquote><p></p>
[QUOTE="redkobold, post: 2203438, member: 2585"] I have been thinking on weapon speed factors. That term may be loaded and carry too much baggage. I agree with Sean Reynolds rant: [URL=http://www.seankreynolds.com/rpgfiles/rants/weaponspeeds.html]http://www.seankreynolds.com/rpgfiles/rants/weaponspeeds.html[/URL] However it still seems to me that there could be a mechanism to differentiate how a weapon handles in terms of how quickly it can strike. Here is a different approach that how Sean tried to implement rules for speed factors. [B]Premise (Fluff):[/B] There are simple and martial weapons. Simple weapons are not complex mechanically or physically and are typically non-military common-use objects slightly modified or adapted for combat and require little training to use. Martial weapons are more ergonomically developed, are physically more complex, and require extended use and practice to gain proficiency in their use. Often, (with many notable exceptions) they are single use and designed specifically for warfare. Exotic weapons are very specialized weapons often with requiring complex maneuvers and manipulation to employ for combat. Melee weapons are further broken down into light and 2-handed (2H henceforth). From this I have decided that light weapons are governed more by coordination and speed so Dexterity is their governing or prime attribute. 2H weapons are heavier and although requiring coordination, primarily require a large amount of physical strength to effectively and speedily control. [B]Proposal (Crunch):[/B] [I]Simple, Light[/I] weapons may be used to strike faster at the expense of damage. For each +1 initiative taken the attacker takes, apply –1 damage to a successful hit. [I]Martial, Light [/I] weapons may be used to strike faster at the expense of damage. For each +2 initiative taken the attacker takes, apply –1 damage to a successful hit. [I]Exotic, Light weapons:[/I] I have skipped these for now but I think special rules for each weapon may be appropriate. Either could be stacked for a cumulative effect but is limited by their Dexterity. The maximum initiative bonus an attacker may take is equal to their Dexterity modifier. Monks may use their Wisdom modifier in lieu of their Dexterity modifier. [I]Simple, 2H weapons[/I] can deliver a more deadly strike that takes longer to execute. For each +1 damage attempted apply –2 initiative. [I]Martial, 2H weapons[/I] can deliver a more deadly strike that takes longer to execute. For each +1 damage attempted apply –1 initiative. [I]Exotic, 2H weapons:[/I] I have skipped these for now but I think special rules for each weapon may be appropriate. Either could be stacked for a cumulative effect but is limited by their Strength. The maximum damage bonus an attacker may take is equal to their Strength modifier. The extra ½ Strength bonus for employing a weapon two handed does not apply to this. Monks may use their Wisdom modifier in lieu of their Strength modifier. [B]Implementation:[/B] There are a number of ways characters could be allowed these options. Using these options would require the character announce it at the start of a round so that the referee could note their move up or down in the initiative count. Most Open: Any character can use these options. [I]More Restrictive:[/I] The character must have the Simple Weapon Proficiency feat. This will allow the character to use these options with all simple weapons. Note that all characters except for druids, monks, rogues, and wizards are automatically proficient with all simple weapons. They need not select this feat. [I]More Restrictive: [/I] The character must have the Martial Weapon Proficiency feat. Taking this feat only allows the selection of one specific martial weapon not all martial weapons. Note that barbarians, fighters, paladins, and rangers are proficient with all martial weapons. They need not select this feat. A cleric who chooses the War domain automatically gains the Martial Weapon Proficiency feat related to his deity’s favored weapon as a bonus feat, if the weapon is a martial one. He need not select it. [I]Most Restrictive: [/I] The character must have the Weapon Finesse feat or Weapon Specialization feat and these options are added features of these feats. Also, perhaps it would take a full round attack to use the weapon in this manner although multiple attacks could still be made with or without these options. [B]More Options:[/B] A feat could expand these options allowing other Ability score modifiers like Intelligence, Charisma, or Wisdom to effect the limits. A feat could also increase the bonus on initiative or damage (as appropriate) and reduce the penalties. Perhaps the bonuses could be anchored to BAB and increase with the character over time. Special magic weapons could allow a character to use these options in some form. Now for comments, questions, and proposed revisions. Cut loose! [/QUOTE]
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