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<blockquote data-quote="Gldm" data-source="post: 174494" data-attributes="member: 4408"><p><strong>More on this.</strong></p><p></p><p>Yes there's other things to consider like dex and relative str and encumbrance but it makes the system too complicated. Just doing a modifier of 1 per size category difference is quick and easy.</p><p></p><p>As for early level/late level balance, this doesn't affect the attack bonus of your first attack at all, only your additional attacks. Thus until you have characters at 6th level and higher, there's no need for this rule to exist.</p><p></p><p>As you get up into higher levels, it's just like people are saying, attack bonus becomes more important than the die damage of the weapon, especially with power attack and magic weapons and other modifiers around. Thus speed factor becomes more important as characters advance.</p><p></p><p>As for how much bonus it should be, I don't think dagger should start at -2 and then have longsword at -3. This is because monks flurry at -3 off each attack. This means someone armed with a dagger woulld have a higher speed than an unarmed monk, which is pretty ridiculous. I could see equal, since a dagger is light enough to be considered insignificant to your speed.</p><p></p><p>Also, the fact that you can't gain extra attacks from having high bonus but can lose them makes it fairly balanced. A 20th level fighter wielding a dagger would get 20/17/14/11 instead of 20/15/10/5, a significant improvement in chance to hit. They definately wouldn't get 20/17/14/11/8/5/2 as this is pretty broken.</p><p></p><p>People who just gained an extra attack at BA +6, +11, and +16 would find it hard to use their gained attack with a big weapon such as a greataxe or a giant sword of some kind, unless their strength was able to compensate. Ex 16th level fighter using a heavy metal greataxe. (Like gold or platinum, which makes its damage and for our purposes its speed 1 size category larger than normal, or huge). Normally it's 16/11/6/1 but the new modifier (-7 for two categories larger) make it 16/9/2/-5. Unless he had a strength of at least 22 (+6) he would be unable to get a 4th attack with this weapon. At next level, he's more experienced so he could manage a 4th attack with a strenght of only 20 (+5). So strong characters can use heavy weapons more effectively than weaker characters, which seems pretty appropriate to me.</p><p></p><p>Small characters like halflings and gnomes would have problems using big weapons, but then they do already because the DMG already has size category rules.</p></blockquote><p></p>
[QUOTE="Gldm, post: 174494, member: 4408"] [b]More on this.[/b] Yes there's other things to consider like dex and relative str and encumbrance but it makes the system too complicated. Just doing a modifier of 1 per size category difference is quick and easy. As for early level/late level balance, this doesn't affect the attack bonus of your first attack at all, only your additional attacks. Thus until you have characters at 6th level and higher, there's no need for this rule to exist. As you get up into higher levels, it's just like people are saying, attack bonus becomes more important than the die damage of the weapon, especially with power attack and magic weapons and other modifiers around. Thus speed factor becomes more important as characters advance. As for how much bonus it should be, I don't think dagger should start at -2 and then have longsword at -3. This is because monks flurry at -3 off each attack. This means someone armed with a dagger woulld have a higher speed than an unarmed monk, which is pretty ridiculous. I could see equal, since a dagger is light enough to be considered insignificant to your speed. Also, the fact that you can't gain extra attacks from having high bonus but can lose them makes it fairly balanced. A 20th level fighter wielding a dagger would get 20/17/14/11 instead of 20/15/10/5, a significant improvement in chance to hit. They definately wouldn't get 20/17/14/11/8/5/2 as this is pretty broken. People who just gained an extra attack at BA +6, +11, and +16 would find it hard to use their gained attack with a big weapon such as a greataxe or a giant sword of some kind, unless their strength was able to compensate. Ex 16th level fighter using a heavy metal greataxe. (Like gold or platinum, which makes its damage and for our purposes its speed 1 size category larger than normal, or huge). Normally it's 16/11/6/1 but the new modifier (-7 for two categories larger) make it 16/9/2/-5. Unless he had a strength of at least 22 (+6) he would be unable to get a 4th attack with this weapon. At next level, he's more experienced so he could manage a 4th attack with a strenght of only 20 (+5). So strong characters can use heavy weapons more effectively than weaker characters, which seems pretty appropriate to me. Small characters like halflings and gnomes would have problems using big weapons, but then they do already because the DMG already has size category rules. [/QUOTE]
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