Sutek
Mongoose
That Sean K Renyolds guy may have a "classic rant" to hang on his wall, but it is totally based on false assumptions. His arguments diverge from what Weapon SPeed tries to accomplish by developing a smoke screen of flawed logic that doesn't accurately even confront the issue. Instead he dodges the concept by making up factors that don't have anything to do with what Initiative actually is in D20.
Right off the bat, his premise is off target by suggesting that weapons speed is being suggested by people that think that characters armed with daggers "should be able to attack with it more quickly and more often than someone using a larger weapon." That's not true. At a better INIT count, yes. Faster and more opften? Not at all.
He goes on to his "Faster?" point, which he quickly pats himself on the back for, and never mentions INIT. Why? Because he isn't interested in discussin weapon speed and INIT, he just wants to go down in internet rant history. He continues with assuming arbitrary INIT bonuses in the "Flat Inititative Modifiers" and then claims that the make for an odd result when someone switches weapons later during that combat. No...really? If you just pull numbers out of your butt and try to apply them to the game mechanics, it doesn't work out very well? His final traipse into sliding INIT and modifying itterative attacks suddenly forgets that we're talking about INTI here, and not "rate of fire" or attack bonuses or something.
As the rules are written now, I can have an INIT=+6 and go from picking a lock to full on sword fighting with the same INIT count. How's that different to his problem with "start witha dagger, switch to an axe"? He makes a lot of assumptions about how Weapon Speed would be constructed as a set of rules and then tells us that it doesn't work based on those assumptions. Yabbering on about "draws a dagger, but then draws his axe" as somehow messing things up. In the RAW, changing actions doesn't alter INIT count and there's no mention of that. Why is a problem for him once someone says the words "weapon speed" adn where does he get his diabolical "+4 dagger speed" from, exactly?
INIT is a first round gimmick to determine combat order. If you're lucky, you get to go first. Your own INIT value can modify that luck to a degree, but it makes sense to have that luck modified by other things too.
Either I just dont'get what point your trying to make or this has gone into "apples vs. oranges" again.
I'm talking rules. First off, a dagger has no Reach and neither does a Greatsword. In the game, they are both close-in melee weapons with a Reach of 5-Feet. That doesn't change the fact that a Greatswords is clearly bigger, even without reach, and bulkier, as indicated by it's greater weight than a dagger. This is where INIT adjustments, or the desire for them, springs from. Daggers are small and Greatswords are big, so people with Greatswords ought not be as quick off the mark with a Greatsword as with a dagger.
But my point was that weapon length isn't tied with weapon quickness or effectiveness, either in the game rules as is, in real life martial combat, or in any potential weapon speed rule that someone might come up with. As is, length equals Reach and that's all - either you've got Reach or you don't. In real world combat, weapons have different specific characteristics that would be fairly tedious to emulate in an RPG that make use of certain weapons unique. In these weapon speed rules we're discussing, all it's meant to do is alter INITIATIVE, which is purely a means of determining who can act in what order of a combat. Weapon Speed as envisioned by me, and I think the original poster of this thread, should only serve to affect combat order, which is a mechanic that doesn't exist in reality. It's nearly down to lucknow as it is, and tossing in a few adjustments that amplify or reduce that turn-order mechnic are actually fitted into the pre-existing D20 combat system very easily.
I don't deny that, but we aren't talking about that either, and we definitely aren't talking about anybody's real martial fighting experience. We're talking about...let's stop calling it "Weapon Speed" and start calling it "Weapon Inititative Modifier". That's what I'm driving at, and I think "speed" is confusing the issue and forcing people to think in terms of multiple attacks and "daggers are faster then poleaxes" and all that. Every time rules discussion break down into what happens in real life it makes me crazy; it's the first sign that noone is paying attention to what's actually being said anymore.
How hard is it to handle a -2 or a -4 to your INIT because you have a certain type of weapon? Heck, I'd even advocate doing the same to armor - translate it from max DEX somehow. If you have on full plate, a shield and a huge axe, your INIT should be worse than an unencumbered Thief with a couple of daggers! Right?
Reach is the benefit to have an extended range at which you can make attacks of opportunity. There's already a rule that governs weapon length right there, and it's existance would off-set any negative weapon initiative modifier that Reach weapons might have assigned to them. In that case, weapon inititative mods would increase the viability of Reach somewhat.
Now, I would say that it might be a mistake (not to mention being overly complicated) to apply a "weapon speed factor" to every weapon listed. I still suggest the usual -2 or -4 penalty to INIT only be applied to 2-handers and 2-hand exotics, as I mentioned above.
Here my idea again, just to be clear:
I'm not talking real life, and I'm not suggesting weapon length be factored in. Just a simple penalty depending on the weapon classes that tend to have larger, bulkier weapons in them.
I'll look into armor mods tomorrow.
Right off the bat, his premise is off target by suggesting that weapons speed is being suggested by people that think that characters armed with daggers "should be able to attack with it more quickly and more often than someone using a larger weapon." That's not true. At a better INIT count, yes. Faster and more opften? Not at all.
He goes on to his "Faster?" point, which he quickly pats himself on the back for, and never mentions INIT. Why? Because he isn't interested in discussin weapon speed and INIT, he just wants to go down in internet rant history. He continues with assuming arbitrary INIT bonuses in the "Flat Inititative Modifiers" and then claims that the make for an odd result when someone switches weapons later during that combat. No...really? If you just pull numbers out of your butt and try to apply them to the game mechanics, it doesn't work out very well? His final traipse into sliding INIT and modifying itterative attacks suddenly forgets that we're talking about INTI here, and not "rate of fire" or attack bonuses or something.
As the rules are written now, I can have an INIT=+6 and go from picking a lock to full on sword fighting with the same INIT count. How's that different to his problem with "start witha dagger, switch to an axe"? He makes a lot of assumptions about how Weapon Speed would be constructed as a set of rules and then tells us that it doesn't work based on those assumptions. Yabbering on about "draws a dagger, but then draws his axe" as somehow messing things up. In the RAW, changing actions doesn't alter INIT count and there's no mention of that. Why is a problem for him once someone says the words "weapon speed" adn where does he get his diabolical "+4 dagger speed" from, exactly?
INIT is a first round gimmick to determine combat order. If you're lucky, you get to go first. Your own INIT value can modify that luck to a degree, but it makes sense to have that luck modified by other things too.
argo said:However if you want to note a distinction in "speed" between dagger and greatsword then it is only fair (and logical) to note the equally obvious difference in reach. And in that case why not say "the speed advantage balances the reach advantage" and call it quits?
Either I just dont'get what point your trying to make or this has gone into "apples vs. oranges" again.
I'm talking rules. First off, a dagger has no Reach and neither does a Greatsword. In the game, they are both close-in melee weapons with a Reach of 5-Feet. That doesn't change the fact that a Greatswords is clearly bigger, even without reach, and bulkier, as indicated by it's greater weight than a dagger. This is where INIT adjustments, or the desire for them, springs from. Daggers are small and Greatswords are big, so people with Greatswords ought not be as quick off the mark with a Greatsword as with a dagger.
But my point was that weapon length isn't tied with weapon quickness or effectiveness, either in the game rules as is, in real life martial combat, or in any potential weapon speed rule that someone might come up with. As is, length equals Reach and that's all - either you've got Reach or you don't. In real world combat, weapons have different specific characteristics that would be fairly tedious to emulate in an RPG that make use of certain weapons unique. In these weapon speed rules we're discussing, all it's meant to do is alter INITIATIVE, which is purely a means of determining who can act in what order of a combat. Weapon Speed as envisioned by me, and I think the original poster of this thread, should only serve to affect combat order, which is a mechanic that doesn't exist in reality. It's nearly down to lucknow as it is, and tossing in a few adjustments that amplify or reduce that turn-order mechnic are actually fitted into the pre-existing D20 combat system very easily.
argo said:IMX just about anybody with any kind of martial experience at all thinks that reach is a huge deal. You can't deny that the ability to hit the other guy at a longer distance than he can hit you is a natural advantage, even if it is possible for a skilled fighter to negate that advantage or even turn it against his opponent.
I don't deny that, but we aren't talking about that either, and we definitely aren't talking about anybody's real martial fighting experience. We're talking about...let's stop calling it "Weapon Speed" and start calling it "Weapon Inititative Modifier". That's what I'm driving at, and I think "speed" is confusing the issue and forcing people to think in terms of multiple attacks and "daggers are faster then poleaxes" and all that. Every time rules discussion break down into what happens in real life it makes me crazy; it's the first sign that noone is paying attention to what's actually being said anymore.
argo said:But once again... this level of detail is a headache to design game mechanics around and pain in the ass to GM on game day. And d20, which was deliberately designed to handle abstract combat, does not do well in this area. If this kind of combat really is your zen (and for some folks it is) then by all means, I encourage you to find one of many systems better suited to handle this sort of thing.
How hard is it to handle a -2 or a -4 to your INIT because you have a certain type of weapon? Heck, I'd even advocate doing the same to armor - translate it from max DEX somehow. If you have on full plate, a shield and a huge axe, your INIT should be worse than an unencumbered Thief with a couple of daggers! Right?
Reach is the benefit to have an extended range at which you can make attacks of opportunity. There's already a rule that governs weapon length right there, and it's existance would off-set any negative weapon initiative modifier that Reach weapons might have assigned to them. In that case, weapon inititative mods would increase the viability of Reach somewhat.
Now, I would say that it might be a mistake (not to mention being overly complicated) to apply a "weapon speed factor" to every weapon listed. I still suggest the usual -2 or -4 penalty to INIT only be applied to 2-handers and 2-hand exotics, as I mentioned above.
Here my idea again, just to be clear:
Sutek said:
- Two-handed simple weapons will strike last in a given initiative count if there is a tie.
- Two-handed martial weapons are at -2 Initiative.
- Two-handed exotic weapons are at -4 Initiative.
- Two-handed Akbitanan weapons only suffer a -2 penalty for two-handed exotic weapons.
- Bows are Two-handed, and so suffer the penalties above. However, the weilder can gain a +2 INIT bonus for choosing to aim cumulatively, up to STR bonus number of rounds.
I'm not talking real life, and I'm not suggesting weapon length be factored in. Just a simple penalty depending on the weapon classes that tend to have larger, bulkier weapons in them.
I'll look into armor mods tomorrow.