Sunday, February 21, 2016

Weapon Range and Initiative

Matt Miller
Any thoughts on how to deal with weapon range in terms of initiative? Or weapon speed? In Mayhem, weapons had speed, that determined who went next, but it became more of an APR (attacks per round) thing than a 'swinging my hammer leaves me vulnerable' sort of thing. It's a knotty problem, as issues of range, timing, and and counter-attack are all bundled together.

Rob Hicks
The reality of a concept and the concept of the reality are very rarely the same thing....The reality of the spear is a super cheap and very effective way to arm cheap infantry with minimal training. The archetype is of a ranged attack for flashy wushu spins and thrusts. The latter is way more interesting, especially from a roleplaying perspective.... From that perspective, the relationship between range and speed is ... thematically irrelevant. The audience is much bigger for flashy maneuvers than hard realism.

Keith J Davies
...there is remarkably little difference between "weapon speeds" outside certain specific circumstances. You run into physiological limitations before weapon mass limitations.
Matt Miller
That's part of what I want to get at--that a lunge takes longer and leaves you more vulnerable. That and the physiological limitations of using a great axe, vs. using a hand axe. To me, this suggests a system where an action takes time (with the attack speed difference for most weapons being small), an initiative system where you character is 'off their guard' until their initiative count, and ties on initiative counts broken by a weapon reach. And perhaps a 2-weapon rule that says "You can't parry with a weapon you attacked with on your last action". ...I'm designing a simulation that treats every attack swing as a role of the dice.  People often treat a DnD attack as a single swing, so working with that metaphor.
Keith J Davies 
....whoever has won initiative controls the distance. [W]hen closing, bigger weapons get a bonus). If both fighters have the same reach they have no weapon-based modifier, otherwise for each step of reach difference you take a penalty. Dagger vs longsword, advantage is to the longsword initially because of longer reach. Dagger takes a penalty until he wins initiative, at which point he controls distance and stabstabstab... until longsword wins again. (This is part of why two weapon fighters use mismatched weapons, you have advantage in two reach categories)
Paul Goldstone
Runequest dealt with this utilising the Strike Rank system. This was based on the persons Size and Dexterity (character stats) and then modified by the weapon.
Longer weapons having a lower Strike Rank, so a tall and nimble person using a longsword would go before a short and nimble person. In situation of confined space or really close combat the weapons would have a Strike Rank modifier... For missile/thrown weapons, the Size aspect of the Strike Rank was dismissed. This system allowed ...diversity in weapons 
Keith Gatchalian 
...speed of the weapon is less an issue than reach.....from the time the two fighters engage, they are trading blows, parrying, making ripostes etc. The dice roll represents whether any of those blows or counterattacks make it through to cause damage. 
This is one of the weaknesses of the DnD system, that you only get to swing on your turn, even though you may have been fighting the whole turn. ...In a DnD combat, a fighter can engage someone, attack, then take a 5 foot step and then <have> someone else fill the space..... the defender never gets to "swing" back, even though as I point out, the combat is a series of blows, parrys and counterattacks. 
It does make sense for there to be a reach system, because a longer weapon, even if it is slower, will enable the fighter to strike first, as the other combatant maneuvers to get close enough to hit. ....there's no way a daggerman would ever strike before the two handed swordsman got a swing.......as a gamer, even in a fantasy game, you still have to ground the game in real world ...or the game becomes silly).
Paul Goldstone
In game terms a Size 18 Dexterity 20 warrior with a dagger would be quicker than a Size 10, Dexterity 10 warrior with a 2 handed sword .....The only conceivable way that the <dagger-user> went first was if...the wielder was significantly bigger, and exceedingly dexterous.
Rob Hicks
On a hexmap or a grid, how far would you...granulate reach? [C]ategorize it as some kind of initiative stat on the weapon? With Mayhem, we had effectively 3 ranges. 1, 2, and 3.... Is that enough to break ties? Is <granulated reach> worth creating an additional initiative stat? Could the <weapon stat> be used as tie-breakers for matched initiative? Are you comfortable with bows always going first? 
Matt Miller
 I'd actually give bows initiative proportional to their range, for simplicity in breaking ties. If you can't gack the archer before the start of the next tick, you get an arrow to the face. Readied attack goes first, then resolve by weapon range/reach. No 'attacks of opportunity', although the greater reach of weapons provides an opportunity to get the before they get you.
Rob Hicks
...it just doesn't jive with my mental heuristics of how speed and range work....I don't see being worth the application of range as initiative.
Matt Miller
I'll presume that you mental heuristic is that larger weapons are slower to swing, and so should not have as good an initiative as smaller ones. That seems...reasonable for clubs and whatnot, but not for spears. 2 handed weapons in general are kind of ticklish, as are pole-arms, which are both spear/axe and staff.
Keith J Davies 
I have to disagree that bigger means slower, and blunt means slower. _Imbalanced_ weapons are awkward, I could see making exceptions for mauls and the like, but that's because of the imbalance, not the size or bluntness. Quarterstaves go _fast_, man. As do greatswords when properly applied. The mechanical advantage from two hands properly placed makes up for a _lot_ of mass differences.....ith greatswords it wasn't uncommon to hold the blade and beat someone about the head with the 'handle'. The weapon is as much a steel spear as it as a 'sword' 
Multi-mode weapon, still two-handed (hits hard) and in proficient hands 'speed' is largely limited by muscular speed. Life becomes so much easier when you base initiative advantages on who has the advantage of reach. Sometimes daggers are faster, sometimes halberds. If I have a polearm you don't even get to attack me with a dagger unless you ....close with me 
For melee I based it on immediate range (small weapons like daggers, you have to close with your opponent; in a square- or hex-based map like D&D 3.x you're "in the same square"). 'Normal melee weapons' are melee range, which covers everything that isn't immediate range or reach. Long weapons like pikes (and greatswords and other polearms if you know how) have 'reach' and go one unit farther. Whips...consider them 'double reach' and usable only at reach and double reach, useless in melee. 
(and yes, I have 'weapon tricks' -- something like D&D feats -- that let someone overcome these difficulties. I was convinced by a martial artist I know who demonstrated he could hit my body with a (practice) sword while I had a grip on his <shirt>, without moving us apart. "Okay, a 'close combat style' will let you do this", said I).
Robert J. Grady
I know, with simulated weapons, the spear usually gets one get shot against a greatsword fighter. But then the greatsword fighter is inside, and gets a good shot. After that, it comes down to footwork. Dagger vs. sword is more straightforward because they are often used in similar ways; usually reach is an advantage, to a (ahem) point. The epee was designed to optimize reach, but then smallswords came along and changed the game by going smaller and faster again. One thing RPGs often mess up is that, other things being equal, a two-handed weapon is less nimble than a one-handed one, but is FASTER and MORE ACCURATE. Rapier v. katana, the rapier guy is going to look for a vulnerable angle of attack, while the katana is going to look for the right opening and hit fast and hard.
Keith J Davies 
Note that the 'less nimble' is _not_ because of _weight_, it's because you keep both hands on the weapon. This greatly limits the weapon's 'nimbleness'. 


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