Sutek
Mongoose
I've always been bothered by the fact that weapon speed was dropped from the D&D game after second edition (Player's Option) and it hasn't resurfaced in any other 3.5 off-shoot. The concept was simply that weapons are heavy adn swinging them can be akward for all but the best warriors. However, even the old POD&D didn't account for character strength in opposition to weapon speed. Although speed had little to do with actual weight, it was more a question of a character's over-all body strength being capable of hefting the bulk of a weapon to attack appropriately each round. I think I've found a quick answer for doing it in Conan.
Weapon speed = STR mod - (Weapon AP value)
Initiative - Weapon Speed = Effective Inititive bonus
AP isn't necessarily the edge of a weapon slicing through layers of plate and mail, instead it is a representation of the weapon's ability to penetrate armor. This seems obvious, but most edged weapons have a lower AP than the Warhammer, so weapon edge has little to do with AP. Then what does AP derive from?
My guess is "physics".
Hafted weapons have higher AP than most because of the fulcrum action with which they are used to strike. A warrior heaves thier "action end" at the foe on the "load end" of what is essentially a long lever, accentuating the potential impact and being capable of chopping through things much more easily than a lighter weapon like a sword. A sword is a lever too, but it's length is shorter, achieving less momentum, but with the trade-off being that the are lighter (easier to carry and easier to wield more at once as a result).
What does all this yammering have to do with my Weapon Speed idea? Well, assuming that AP goes hand-in-hand with the whole weapon physics hypothesis (and I think I've shown it does) then this value can also relate to the bulk and mass of the weapon rather than a keen edge.
The upshot is this:
Weapon speed = STR mod - (Weapon AP value)
Initiative - Weapon Speed = Effective Inititive bonus
AP isn't necessarily the edge of a weapon slicing through layers of plate and mail, instead it is a representation of the weapon's ability to penetrate armor. This seems obvious, but most edged weapons have a lower AP than the Warhammer, so weapon edge has little to do with AP. Then what does AP derive from?
My guess is "physics".
Hafted weapons have higher AP than most because of the fulcrum action with which they are used to strike. A warrior heaves thier "action end" at the foe on the "load end" of what is essentially a long lever, accentuating the potential impact and being capable of chopping through things much more easily than a lighter weapon like a sword. A sword is a lever too, but it's length is shorter, achieving less momentum, but with the trade-off being that the are lighter (easier to carry and easier to wield more at once as a result).
What does all this yammering have to do with my Weapon Speed idea? Well, assuming that AP goes hand-in-hand with the whole weapon physics hypothesis (and I think I've shown it does) then this value can also relate to the bulk and mass of the weapon rather than a keen edge.
The upshot is this:
- Light weapons remain very easiliy wielded by weaker individuals, but can still slow very week people down. Chalk this up as a representation of complete combat ineffectiveness, because a mere +1 STR bonus will zero-out the Weapon Speed.
- Stronger individuals can freely wield any weapon without interfering with thier Initiative, but weaker individuals will have to rely on stealth or pre-planned Finesse attacks (ambushes?) to off-set Initiative penalties. This slightly hampers the brutal damage potential that Sneak Attacking can accomplish, but such characters also typically have a really high DEX and Initiative anyway.
- The simplicity of using AP doesn't slow down the game with a round-by-round calculation of Weapon Speed, nor does it invent a new value out of the blue. I trust that the designers had some aspect of physics in mind when arriving at weapon AP, so it seem a logical secondary function to have it equate to speed as well
- With a bit of extra explanation, it lends to a round-byround combat fatigue system where very strong fighters will suffer little and be able to fight for long periods of time, and weak fighters with feel drained after sustained rounds of combat