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General Tabletop Discussion
*Pathfinder & Starfinder
weapon speeds
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<blockquote data-quote="Tinker" data-source="post: 3144534" data-attributes="member: 46684"><p>Nice idea Nadaka. </p><p></p><p>Never one to settle for such elegant simplicity, I'd figured that if you're going to start factoring in weapon length and speed then you need a finer-scale combat grid. Like one square is a foot or two. Then you can see whether two people fighting each other are at the right range for a knee or elbow attack, a fist weapon or knife attack, a short sword or hand axe attack, a long sword or battleaxe attack, etc. </p><p></p><p>Smaller weapons are faster, but you have to get close to use them. And while you're getting close, if your enemy with the longer weapon is fast enough themselves, they get to whack you before you can close. </p><p></p><p>I never properly worked it up - I got scared off by the complexity. For instance, at this level of detail one of the important effects of a hit is that it knocks you backwards a little. Likewise, the easiest way to dodge a sword swing is to step back, but if you have a short weapon and you need to get close, that means you're still unable to attack. You're going to need to duck under a swing or sucker your opponent into a really wild miss so you can get in close, and that must be less likely to work. </p><p></p><p>If you have a sword or an axe and your enemy is right in your face, your best bet may be to hit them with the hilt. You won't do much damage but you may create a bit of space. </p><p></p><p>I love this kind of tactical nitty-gritty and I dream of figuring out playable rules for it. Anyone know any?</p></blockquote><p></p>
[QUOTE="Tinker, post: 3144534, member: 46684"] Nice idea Nadaka. Never one to settle for such elegant simplicity, I'd figured that if you're going to start factoring in weapon length and speed then you need a finer-scale combat grid. Like one square is a foot or two. Then you can see whether two people fighting each other are at the right range for a knee or elbow attack, a fist weapon or knife attack, a short sword or hand axe attack, a long sword or battleaxe attack, etc. Smaller weapons are faster, but you have to get close to use them. And while you're getting close, if your enemy with the longer weapon is fast enough themselves, they get to whack you before you can close. I never properly worked it up - I got scared off by the complexity. For instance, at this level of detail one of the important effects of a hit is that it knocks you backwards a little. Likewise, the easiest way to dodge a sword swing is to step back, but if you have a short weapon and you need to get close, that means you're still unable to attack. You're going to need to duck under a swing or sucker your opponent into a really wild miss so you can get in close, and that must be less likely to work. If you have a sword or an axe and your enemy is right in your face, your best bet may be to hit them with the hilt. You won't do much damage but you may create a bit of space. I love this kind of tactical nitty-gritty and I dream of figuring out playable rules for it. Anyone know any? [/QUOTE]
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