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Remember Weapon Speeds?
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<blockquote data-quote="Gldm" data-source="post: 173841" data-attributes="member: 4408"><p><strong>Hmm, some of this has potential.</strong></p><p></p><p>The things I hated about "weapon speed" is that each weapon had a different speed and you ran into weird things like people running past the end of the round because they had slow weapons etc.</p><p></p><p>I like Azlan's general idea of making it modify how much each successive attack goes down. I've got an idea or two to throw into the mix. Note this is just all coming off the top of my head from reading the posts, so bear with me if it's got some rough edges or I paint myself into a corner somewhere. I have't actually planned and tested this and am suddenly going "oh yeah we have rules for this over here" and pulling a sheet out of my notebook on this one.</p><p></p><p></p><p>Instead of having the speed factor based on educated guesses, let's make it based on size category. </p><p>Weapons of your size category wielded in one hand, i.e. human wielding longsword are the base case. Let's call this -5, as that's also the normal case.</p><p></p><p>Now, let's expand from there. How about, for each size category smaller a weapon is than you, it's +1 relative to the base, and for each size category it is larger than you, it's -1 relative to the base.</p><p></p><p>So...</p><p></p><p>dagger (tiny) = -3</p><p>shortsword (small) = -4</p><p>longsword (medium) = -5</p><p>greatsword (large) = -6</p><p></p><p>This also seems to fit nicely that a monk's reduced to hit penalty with just his fists (probably considered 2 size categories smaller) is -3 in the DMG as per unarmed attack bonus.</p><p></p><p>Also, I would rule that you cannot gain an extra attack from a reduced penalty, however you can LOSE an extra attack for an increased penalty. </p><p></p><p>EX. An 11th lvl fighter with a base attack of 11/6/1 tries to wield a greataxe, and gets a -6 penalty on each successive attack. His attacks become 11/5/-1 and he can't manage a third attack with this weapon. Maybe he should train a little more, or go back to using a longsword. </p><p></p><p>This should also apply to heavy weapons (as in magic of faerun) and weapons used with monkey grip (which is often used in combination to make munchkin damaged charachters). Huge Platinum Mercurial Greatsword with 4d6 base damage gets annoying after the second or third time it appears.</p><p></p><p>This also makes bastard sword very useful again as it's a medium (-5) weapon that can use two hands (1.5x strength). Kitanas based on the basdard sword stats would also be similar. </p><p></p><p>As for the sneak attack rule, I do think discouraging the use of large weapons for sneak attacks is a good idea. I'm not 100% sure on how to do this. Perhaps applying penalties based on this system. Maybe something else, I'm not sure. How about "For every point of base damage your weapon rolls above 4 (a dagger's maximum) you lose 1 die of sneak attack damage on the hit, because it wasn't precise enough and just smashed up their entire side instead of going between the ribs and cutting the aorta."</p></blockquote><p></p>
[QUOTE="Gldm, post: 173841, member: 4408"] [b]Hmm, some of this has potential.[/b] The things I hated about "weapon speed" is that each weapon had a different speed and you ran into weird things like people running past the end of the round because they had slow weapons etc. I like Azlan's general idea of making it modify how much each successive attack goes down. I've got an idea or two to throw into the mix. Note this is just all coming off the top of my head from reading the posts, so bear with me if it's got some rough edges or I paint myself into a corner somewhere. I have't actually planned and tested this and am suddenly going "oh yeah we have rules for this over here" and pulling a sheet out of my notebook on this one. Instead of having the speed factor based on educated guesses, let's make it based on size category. Weapons of your size category wielded in one hand, i.e. human wielding longsword are the base case. Let's call this -5, as that's also the normal case. Now, let's expand from there. How about, for each size category smaller a weapon is than you, it's +1 relative to the base, and for each size category it is larger than you, it's -1 relative to the base. So... dagger (tiny) = -3 shortsword (small) = -4 longsword (medium) = -5 greatsword (large) = -6 This also seems to fit nicely that a monk's reduced to hit penalty with just his fists (probably considered 2 size categories smaller) is -3 in the DMG as per unarmed attack bonus. Also, I would rule that you cannot gain an extra attack from a reduced penalty, however you can LOSE an extra attack for an increased penalty. EX. An 11th lvl fighter with a base attack of 11/6/1 tries to wield a greataxe, and gets a -6 penalty on each successive attack. His attacks become 11/5/-1 and he can't manage a third attack with this weapon. Maybe he should train a little more, or go back to using a longsword. This should also apply to heavy weapons (as in magic of faerun) and weapons used with monkey grip (which is often used in combination to make munchkin damaged charachters). Huge Platinum Mercurial Greatsword with 4d6 base damage gets annoying after the second or third time it appears. This also makes bastard sword very useful again as it's a medium (-5) weapon that can use two hands (1.5x strength). Kitanas based on the basdard sword stats would also be similar. As for the sneak attack rule, I do think discouraging the use of large weapons for sneak attacks is a good idea. I'm not 100% sure on how to do this. Perhaps applying penalties based on this system. Maybe something else, I'm not sure. How about "For every point of base damage your weapon rolls above 4 (a dagger's maximum) you lose 1 die of sneak attack damage on the hit, because it wasn't precise enough and just smashed up their entire side instead of going between the ribs and cutting the aorta." [/QUOTE]
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