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Weapon Speed
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<blockquote data-quote="Jimlock" data-source="post: 5568425" data-attributes="member: 6674931"><p>at this level it is acceptable. </p><p></p><p>Remember that i'm on your side here. I like the rule in general, and i want to incorporate a version of this rule in my game as well.</p><p></p><p>But as i said,</p><p></p><p></p><p></p><p>....i mentioned abuse in respect to greater levels, in respect to the increase of iterative attacks (even bigger chances of getting a speed weapon attack), in respect to some feats and in respect to powerful weapons.</p><p></p><p>what happens when a characters chances to score <u>at least one</u> speed weapon attack fly past 50% (and consequently, his chances to score <u>at least two</u> go to about 20%), while at the same time he wields a +3 Flaming Burst dagger and a +2 Wounding Dagger?</p><p></p><p>Where do you draw the line?</p><p></p><p>Do you want a rule that u can use in CERTAIN cases? Is that acceptable to you?</p><p></p><p>I want a rule that i can ALWAYS use...no matter the character level or the player's options.</p><p></p><p>Now you can say: Is the above character going to be less broken just by removing his Str bonus to damage from his speed weapon attack?</p><p></p><p>Well removing the Str bonus, removing precision damage, and allowing <u>only ONE free attack per hand/weapon</u> does make this character a lot less broken than he is. (i have mentioned these changes in my first post in this thread) </p><p>In fact at this point, if he is still broken it is not because of the speed weapon rule.</p><p></p><p>If by balancing the rule for all levels, that means that i'm gonna have a less effective rule for the early levels... well then so be it... In fact, this answers nicely to my sense of "in game" realism, for when the rule is gonna matter most, is when the PC is gonna have the adequate experience to use such weapons to the full.</p><p></p><p>Moreover i would certainly not accept a rule that says: He is not allowed to use his weapons "magical" powers when making a speed attack... or one that says: after X level something Y happens and the ability ceases to increase. This is the case of a bad rule which makes no other cense than to cap an ability that gets broken after a certain level.</p><p></p><p>Perhaps my "adjustments" to the rule are not the best one can figure out. To that i agree. Perhaps you, or someone else in this thread can figure out another, better way for balancing out the rule for all levels. Until then, this is the best i can think of...</p></blockquote><p></p>
[QUOTE="Jimlock, post: 5568425, member: 6674931"] at this level it is acceptable. Remember that i'm on your side here. I like the rule in general, and i want to incorporate a version of this rule in my game as well. But as i said, ....i mentioned abuse in respect to greater levels, in respect to the increase of iterative attacks (even bigger chances of getting a speed weapon attack), in respect to some feats and in respect to powerful weapons. what happens when a characters chances to score [U]at least one[/U] speed weapon attack fly past 50% (and consequently, his chances to score [U]at least two[/U] go to about 20%), while at the same time he wields a +3 Flaming Burst dagger and a +2 Wounding Dagger? Where do you draw the line? Do you want a rule that u can use in CERTAIN cases? Is that acceptable to you? I want a rule that i can ALWAYS use...no matter the character level or the player's options. Now you can say: Is the above character going to be less broken just by removing his Str bonus to damage from his speed weapon attack? Well removing the Str bonus, removing precision damage, and allowing [U]only ONE free attack per hand/weapon[/U] does make this character a lot less broken than he is. (i have mentioned these changes in my first post in this thread) In fact at this point, if he is still broken it is not because of the speed weapon rule. If by balancing the rule for all levels, that means that i'm gonna have a less effective rule for the early levels... well then so be it... In fact, this answers nicely to my sense of "in game" realism, for when the rule is gonna matter most, is when the PC is gonna have the adequate experience to use such weapons to the full. Moreover i would certainly not accept a rule that says: He is not allowed to use his weapons "magical" powers when making a speed attack... or one that says: after X level something Y happens and the ability ceases to increase. This is the case of a bad rule which makes no other cense than to cap an ability that gets broken after a certain level. Perhaps my "adjustments" to the rule are not the best one can figure out. To that i agree. Perhaps you, or someone else in this thread can figure out another, better way for balancing out the rule for all levels. Until then, this is the best i can think of... [/QUOTE]
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