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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Weapon/Implement Speeds
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<blockquote data-quote="AbdulAlhazred" data-source="post: 4964116" data-attributes="member: 82106"><p>Hmmmm. Mostly what I recall from the days of running 2e is that weapon speed factors were universally and utterly ignored, lol. Even spell casting times were pretty much ignored unless you were talking about a multi-round casting time. </p><p></p><p>Mechanically it probably could be made to work in 4e and it would probably be less of a pain to deal with than it was in 2e where it had to interact with multi-attacks, dual-wielding, etc. Still, the initiative shifting aspect is a bit troublesome, though probably not more so than delay and ready are now. Switching weapons is pretty unusual in 4e anyway, so it would probably come up only when characters switch to auxiliary ranged weapons or a few odd situations.</p><p></p><p>I guess the main reason it doesn't necessarily seem all THAT exciting just that mostly I don't see a big need to differentiate weapons more than they are now. Most players I've played with would actually probably be happier with LESS mechanical distinction between weapons. Weapon choice is largely driven by character concept for a pretty high proportion of players and further narrowing the best choices for specific builds probably won't excite them. As for the min/maxers they don't really care that much what its called as long as its the best thing and if all weapons were pretty much identical it would just be one less thing for them to optimize, which is fine with me. </p><p></p><p>I was actually QUITE happy with original D&D's weapons where basically you had one-handed and two-handed weapons and there were no other differences. </p><p></p><p>Of course the final question would be how would you rebalance all the weapons if you did this in 4e? They are reasonably well balanced now and for example making all maces really slow or all larger weapons slower is going to necessitate some other change to get them back into par with the smaller and faster weapons. Seems like a lot of tinkering for what looks like a small gain at best.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 4964116, member: 82106"] Hmmmm. Mostly what I recall from the days of running 2e is that weapon speed factors were universally and utterly ignored, lol. Even spell casting times were pretty much ignored unless you were talking about a multi-round casting time. Mechanically it probably could be made to work in 4e and it would probably be less of a pain to deal with than it was in 2e where it had to interact with multi-attacks, dual-wielding, etc. Still, the initiative shifting aspect is a bit troublesome, though probably not more so than delay and ready are now. Switching weapons is pretty unusual in 4e anyway, so it would probably come up only when characters switch to auxiliary ranged weapons or a few odd situations. I guess the main reason it doesn't necessarily seem all THAT exciting just that mostly I don't see a big need to differentiate weapons more than they are now. Most players I've played with would actually probably be happier with LESS mechanical distinction between weapons. Weapon choice is largely driven by character concept for a pretty high proportion of players and further narrowing the best choices for specific builds probably won't excite them. As for the min/maxers they don't really care that much what its called as long as its the best thing and if all weapons were pretty much identical it would just be one less thing for them to optimize, which is fine with me. I was actually QUITE happy with original D&D's weapons where basically you had one-handed and two-handed weapons and there were no other differences. Of course the final question would be how would you rebalance all the weapons if you did this in 4e? They are reasonably well balanced now and for example making all maces really slow or all larger weapons slower is going to necessitate some other change to get them back into par with the smaller and faster weapons. Seems like a lot of tinkering for what looks like a small gain at best. [/QUOTE]
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