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Remember Weapon Speeds?
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<blockquote data-quote="Azlan" data-source="post: 174356" data-attributes="member: 2340"><p>If you used a GURPS-like game system, where each combat round is only a second in length, and where every single swing or thrust is accounted for, then weapon speed (as well as Dexterity, encumbrance, combat experience, and weapon reach) should play a role in determining number of attacks per round. (As far as for it determining initiative, I think that weapon length has a much great affect on this; at least, while the combatants are at normal combat distances from each other.)</p><p></p><p>However, a combat round in 3E D&D lasts six seconds. (Combat rounds in earlier editions of D&D used to last a whole minute!) During this time, combatants are considered to be making numerous swings and thrusts, feints and lunges, parries and blocks, attacks and counterattacks. It is a combatant's experience (i.e. his BAB, which is determined by his class/level) that determines how many actual attacks (i.e. the number of attacks that have the potential to inflict damage) he gets per round.</p><p></p><p>I think using weapon speed to affect attack bonuses for subsequent attacks after the first is a good idea. It's quick and easy to implement, and it does not unbalance the game. Furthermore, it encourages players to take more things into consideration when chosing a weapon for his character. (Otherwise, choosing between a bastardsword and a greatsword, 2-handed, is a no-brainer: you go with the one that inflicts more damage, since everything else about these two weapons is equal when playing 3E D&D by-the-book.)</p><p></p><p>If, on the other hand, you also use weapon speed to affect whether, say, a 12th level fighter gets two or three or four attacks per round, when he normally (according to his class/level) gets three attacks per round, then you make things a lot more complicated. You may also make the game system unbalanced or otherwise out-of-whack.</p><p></p><p>Incidentally, while I'm discussing caveats: I think it's probably not a good idea to allow a character's Strength to affect his weapon speed. After all, a weapon's weight is only one of several characteristics used in determining its speed factor. (Perhaps a term other than "speed" should be used, given how I think it should work in 3E D&D?) Not only that, but a character is already given an attack bonus for his Strength -- why compound that by reducing the speed of his weapon?</p><p></p><p>It is probably a good idea for size difference between a wielder and his weapon to affect the weapon's speed. If the speed of a dagger and a shortsword wielded by a human is -2 and -3, respectively, then those same weapons wielded by a halfling should be -3 and -4. This makes a human-sized dagger and shortsword have the equivalent speeds of a shortsword and longsword, respectively, when wielded by a halfling.</p></blockquote><p></p>
[QUOTE="Azlan, post: 174356, member: 2340"] If you used a GURPS-like game system, where each combat round is only a second in length, and where every single swing or thrust is accounted for, then weapon speed (as well as Dexterity, encumbrance, combat experience, and weapon reach) should play a role in determining number of attacks per round. (As far as for it determining initiative, I think that weapon length has a much great affect on this; at least, while the combatants are at normal combat distances from each other.) However, a combat round in 3E D&D lasts six seconds. (Combat rounds in earlier editions of D&D used to last a whole minute!) During this time, combatants are considered to be making numerous swings and thrusts, feints and lunges, parries and blocks, attacks and counterattacks. It is a combatant's experience (i.e. his BAB, which is determined by his class/level) that determines how many actual attacks (i.e. the number of attacks that have the potential to inflict damage) he gets per round. I think using weapon speed to affect attack bonuses for subsequent attacks after the first is a good idea. It's quick and easy to implement, and it does not unbalance the game. Furthermore, it encourages players to take more things into consideration when chosing a weapon for his character. (Otherwise, choosing between a bastardsword and a greatsword, 2-handed, is a no-brainer: you go with the one that inflicts more damage, since everything else about these two weapons is equal when playing 3E D&D by-the-book.) If, on the other hand, you also use weapon speed to affect whether, say, a 12th level fighter gets two or three or four attacks per round, when he normally (according to his class/level) gets three attacks per round, then you make things a lot more complicated. You may also make the game system unbalanced or otherwise out-of-whack. Incidentally, while I'm discussing caveats: I think it's probably not a good idea to allow a character's Strength to affect his weapon speed. After all, a weapon's weight is only one of several characteristics used in determining its speed factor. (Perhaps a term other than "speed" should be used, given how I think it should work in 3E D&D?) Not only that, but a character is already given an attack bonus for his Strength -- why compound that by reducing the speed of his weapon? It is probably a good idea for size difference between a wielder and his weapon to affect the weapon's speed. If the speed of a dagger and a shortsword wielded by a human is -2 and -3, respectively, then those same weapons wielded by a halfling should be -3 and -4. This makes a human-sized dagger and shortsword have the equivalent speeds of a shortsword and longsword, respectively, when wielded by a halfling. [/QUOTE]
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