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*Pathfinder & Starfinder
Weapon Speed
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<blockquote data-quote="Jimlock" data-source="post: 5568748" data-attributes="member: 6674931"><p>Honestly Water Bob, your original rule is much much better!!! (with my adjustments of course!!<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" />)</p><p></p><p>No seriously the first one is a lot better...</p><p></p><p>Here's why:</p><p></p><p></p><p>1-Critical range is not related in any way to the weapons speed. With this new rule. you make depend the weapon's speed on it's critical range.</p><p></p><p>2-The number of attempts to strike your opponent in a given time is not dependent of the enemies weapon. This rule makes depend one's speed with a light weapon on the opponent's type of weapon.</p><p></p><p>3-Even slightly this rule is more complicated, IMO it ruins the combat's flow. </p><p>You have to remember two numbers: critical range + weapon range (=critical range +1). Then you have to compare weapons and figure out the extra attacks... Lengthy....</p><p>With the previous rule: You see 1 on your damage die? you know you're there! ---> you automatically roll for the extra attack. </p><p>Much faster! (For my game this little things count a lot... i don't want to lose out on combat drama by figuring out weapon tables)</p><p></p><p>The previous rule is great because the chances of rolling ONE specific number on the damage die is automatically related to the weapon's speed..</p><p>1d6 -> 16% 1d4 -> 25%.... that's brilliant! and you don't loose time!</p><p></p><p>You know what the say WB... the first idea is usually the best...<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Jimlock, post: 5568748, member: 6674931"] Honestly Water Bob, your original rule is much much better!!! (with my adjustments of course!!:D:p) No seriously the first one is a lot better... Here's why: 1-Critical range is not related in any way to the weapons speed. With this new rule. you make depend the weapon's speed on it's critical range. 2-The number of attempts to strike your opponent in a given time is not dependent of the enemies weapon. This rule makes depend one's speed with a light weapon on the opponent's type of weapon. 3-Even slightly this rule is more complicated, IMO it ruins the combat's flow. You have to remember two numbers: critical range + weapon range (=critical range +1). Then you have to compare weapons and figure out the extra attacks... Lengthy.... With the previous rule: You see 1 on your damage die? you know you're there! ---> you automatically roll for the extra attack. Much faster! (For my game this little things count a lot... i don't want to lose out on combat drama by figuring out weapon tables) The previous rule is great because the chances of rolling ONE specific number on the damage die is automatically related to the weapon's speed.. 1d6 -> 16% 1d4 -> 25%.... that's brilliant! and you don't loose time! You know what the say WB... the first idea is usually the best...;) [/QUOTE]
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