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Weapon Speed
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<blockquote data-quote="Raven Crowking" data-source="post: 5567495" data-attributes="member: 18280"><p>Initiative is 1d10 + Dex mod + Weapon Speed (if appropriate).</p><p></p><p>Weapon Speeds are Very Fast (+4), Fast (+2), Normal (+0), Slow (-2), and Very Slow (-4). You have to use the weapon on your action to gain the WS modifier. </p><p> </p><p>If your Initiative total is higher than 10, subtract 10 and you also can act on that phase. If the result is still higher than 10, subtract again. Etc.</p><p></p><p>If your Initiative total is 0 or below, you do not get to act. But you do gain a +4 on your next roll. This bonus stacks until you get to go. Then you lose the bonus.</p><p></p><p>Switching to a weapon with a different modifier changes your position in Initiative, so that a person fighting two-handed with a Very Fast and a Normal weapon might gain two attacks with the Very Fast weapon and one with the Normal.</p><p></p><p>(Haste and Slow in RCFG merely cause Init modifiers!)</p><p></p><p>Each character also has a set number of Reactions each round, usually equal to character level. Extra attacks, such as AoOs, cost a Reaction. So do most saving throws. If a save is a Free Reaction, you can use a Reaction to gain a +4 bonus. If a save is a Reaction, you can lose your next Action to gain a +4 bonus. If a save is a Free Reaction, you can lose your next Action to gain a +8 bonus. You must decide before you roll.</p><p></p><p>EXCEPTION: If a save would kill you outright (without any other dice rolled) if failed, such as with a disintigrate spell, your save automatically "bumps up" if doing so would cause you to survive. This is instinctive, and requires (or allows) no decision on the part of the character.</p><p></p><p>RCFG also uses Weapon Skill ranks that allow you to modify attack rolls, damage rolls, Armour Class, and/or chance of a critical. Some weapons can do special manuvers rather than extra damage on a critical, if the player so chooses. This means that a more skilled opponent can be deadlier with a weapon, even without a magic weapon, and even with a makeshift weapon!</p><p></p><p>Not only can an RCFG character use a roast joint as an makeshift club, he can do so effectively. Heck, it is possible to build a character who is <em><strong>more effective</strong></em> with makeshift weapons than with normal ones!</p><p></p><p>This sounds complex to read, but in play in progesses very smoothly, once the players understand the system. We are finding that combats are very dynamic, allow for plenty of tactical decisions, and don't take forever to resolve.</p><p></p><p>Your rule would allow an extra attack, using weapon skill ranks in the same way, against the same opponent, immediately, costing a Reaction, within the framework of the RCFG rules.</p><p> </p><p></p><p></p><p>Cool.</p><p></p><p>Thanks!</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 5567495, member: 18280"] Initiative is 1d10 + Dex mod + Weapon Speed (if appropriate). Weapon Speeds are Very Fast (+4), Fast (+2), Normal (+0), Slow (-2), and Very Slow (-4). You have to use the weapon on your action to gain the WS modifier. If your Initiative total is higher than 10, subtract 10 and you also can act on that phase. If the result is still higher than 10, subtract again. Etc. If your Initiative total is 0 or below, you do not get to act. But you do gain a +4 on your next roll. This bonus stacks until you get to go. Then you lose the bonus. Switching to a weapon with a different modifier changes your position in Initiative, so that a person fighting two-handed with a Very Fast and a Normal weapon might gain two attacks with the Very Fast weapon and one with the Normal. (Haste and Slow in RCFG merely cause Init modifiers!) Each character also has a set number of Reactions each round, usually equal to character level. Extra attacks, such as AoOs, cost a Reaction. So do most saving throws. If a save is a Free Reaction, you can use a Reaction to gain a +4 bonus. If a save is a Reaction, you can lose your next Action to gain a +4 bonus. If a save is a Free Reaction, you can lose your next Action to gain a +8 bonus. You must decide before you roll. EXCEPTION: If a save would kill you outright (without any other dice rolled) if failed, such as with a disintigrate spell, your save automatically "bumps up" if doing so would cause you to survive. This is instinctive, and requires (or allows) no decision on the part of the character. RCFG also uses Weapon Skill ranks that allow you to modify attack rolls, damage rolls, Armour Class, and/or chance of a critical. Some weapons can do special manuvers rather than extra damage on a critical, if the player so chooses. This means that a more skilled opponent can be deadlier with a weapon, even without a magic weapon, and even with a makeshift weapon! Not only can an RCFG character use a roast joint as an makeshift club, he can do so effectively. Heck, it is possible to build a character who is [I][B]more effective[/B][/I] with makeshift weapons than with normal ones! This sounds complex to read, but in play in progesses very smoothly, once the players understand the system. We are finding that combats are very dynamic, allow for plenty of tactical decisions, and don't take forever to resolve. Your rule would allow an extra attack, using weapon skill ranks in the same way, against the same opponent, immediately, costing a Reaction, within the framework of the RCFG rules. Cool. Thanks! [/QUOTE]
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