genshou
First Post
Here's one thing from SKR's rant that you didn't cover. What happens if someone draws a different weapon midway through attacking using Quick Draw? Or better yet, switches weapons at the start of their turn?Nyaricus said:after considering what you have all said, i am now fairly certain that adding bonuses (or penalties) to init, adn rolling init each round will probably be the best way of going about this. I want five groups to look like this
Very Fast Weapon (+2) - ie: Rapier
Fast Weapon (+1) - ie: Handaxe
Normal weapon (+0) - ie: unarmed strike
Slow Weapon (-1) - ie: Warhammer
Very Slow Weapon (-2) - ie Ransuer
now, as for the usage of two weapons, the slower one is the one which the adjustment to init is used. This represents the fact that you are only as fast as your slowest weapon. A one handed weapon held in two hands increases one catergory of speed (until Very Fast, thereafter no other increase occures); a two handed weapon attacks at the speed stated. Any weapon which can be affected by weapon finesse counts as one catergory faster in terms of which speed catergory applies (if they are already in the Very Fast catergory, no other increase occurs). I will have to think about how crossbows work, since they already have penalties asscociated with them; other than that, anything else you think need to consider?? comments please; this has been a very informative thread for me![]()
I'm inclined to rule that if a character draws a slower weapon at the start of their turn, they suffer the Init penalty immediately. Otherwise, nothing changes until the next round when Init is rerolled.
Though it's not in the RAW, I'd certainly require initiative to be rerolled every round when using this variant.