Weapon Speed Factor?
WithinAmnesia
Member Posts: 961
Solely Based On Proven Source Book Rulings From Advanced Dungeons And Dragons 2nd Edition: Which Quotation Below Is / Are Correct, And Which Is / Are Wrong?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
"As you all know a round takes 6 seconds (ok, you all didn't know...). A speed factor of 4 means it takes you 4/10 of a round to strike, so you can make 2,5 strikes a round. This speedfactor can be raised by magical means (haste), weapons (bows are usually faster as 2-handed swords), and of course profincy, as the matter of fact, by going from master to grand master this is the only improvement."
"Here go, reading from the second edition's player's handbook (black and red edition), page 127, under the title 'weapon speed and intiiative (optional rule)'
each time a character swings a weapon, he places himself out of position to make his next attack. swinging a hammer is not as simple as tapping in a nail. A war hammer is heavy. Swing it in one direction and it pulls in that direction. It has to be brought under control and repositioned before it can be swung again. The user must regain his balance and plant his feet firmly. Only after doing all this work is he ready for his next attack.
Compare how quickly someone can throw a punch to the amount of time required to swing a chair to get a good idea of what weapon speed factors are about.
Weapon speed factors slow the speed of a character's attack. The higher the weapon speed, the heavier, clumsier, or more limited the weapon is. For the most part, weapon speed factors apply to all creatures using manufactured weapons. The speed factor of a weaspon is added to the intiative roll of the character to get his modified intiative roll.
there's another paragraph after all that, but it goes on to say how if the DM decides to use speed factors, he should use them for the monsters, as well as the PCs.
now, how this all equates in the much different format of baldur's gate, i'm not 100% sure, but that's the basis for speed factors in pen and paper, so i imagine it's real similar in the game."
Source Link: http://www.neoseeker.com/forums/327/t289536-speed-factor/
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
"Speed Factor: Each type of weapon has a Speed Factor, which determines at what point in the round the attack will actually be made. A Speed Factor of 4 means that at the start of each round of combat, the character will wait for 4/10ths of the round to pass, and then attack. Cumbersome weapons such as Flails and Crossbows have the slowest Speed Factors, and small weapons like Daggers have the quickest. Note that the Speed Factor of your weapon does NOT affect how rapidly you can attack with it (that is determined solely by your Attacks per Round), it simply reflects how long it takes between the time you issue the Attack command, and when the attack is actually made. It is important largely only for characters attacking from Stealth, where a quicker Speed Factor can give you a second chance at a Backstab (before you become visible) if you missed the first time."
Source Link: http://www.pocketplane.net/volothamp/chap2.htm
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
"As you all know a round takes 6 seconds (ok, you all didn't know...). A speed factor of 4 means it takes you 4/10 of a round to strike, so you can make 2,5 strikes a round. This speedfactor can be raised by magical means (haste), weapons (bows are usually faster as 2-handed swords), and of course profincy, as the matter of fact, by going from master to grand master this is the only improvement."
"Here go, reading from the second edition's player's handbook (black and red edition), page 127, under the title 'weapon speed and intiiative (optional rule)'
each time a character swings a weapon, he places himself out of position to make his next attack. swinging a hammer is not as simple as tapping in a nail. A war hammer is heavy. Swing it in one direction and it pulls in that direction. It has to be brought under control and repositioned before it can be swung again. The user must regain his balance and plant his feet firmly. Only after doing all this work is he ready for his next attack.
Compare how quickly someone can throw a punch to the amount of time required to swing a chair to get a good idea of what weapon speed factors are about.
Weapon speed factors slow the speed of a character's attack. The higher the weapon speed, the heavier, clumsier, or more limited the weapon is. For the most part, weapon speed factors apply to all creatures using manufactured weapons. The speed factor of a weaspon is added to the intiative roll of the character to get his modified intiative roll.
there's another paragraph after all that, but it goes on to say how if the DM decides to use speed factors, he should use them for the monsters, as well as the PCs.
now, how this all equates in the much different format of baldur's gate, i'm not 100% sure, but that's the basis for speed factors in pen and paper, so i imagine it's real similar in the game."
Source Link: http://www.neoseeker.com/forums/327/t289536-speed-factor/
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
"Speed Factor: Each type of weapon has a Speed Factor, which determines at what point in the round the attack will actually be made. A Speed Factor of 4 means that at the start of each round of combat, the character will wait for 4/10ths of the round to pass, and then attack. Cumbersome weapons such as Flails and Crossbows have the slowest Speed Factors, and small weapons like Daggers have the quickest. Note that the Speed Factor of your weapon does NOT affect how rapidly you can attack with it (that is determined solely by your Attacks per Round), it simply reflects how long it takes between the time you issue the Attack command, and when the attack is actually made. It is important largely only for characters attacking from Stealth, where a quicker Speed Factor can give you a second chance at a Backstab (before you become visible) if you missed the first time."
Source Link: http://www.pocketplane.net/volothamp/chap2.htm
0
Comments
After that I am unsure actually, but I guess the game calculates the number or time left in a round and divdes it by the number of APR you have left, then distribute your remaining attacks in that window. Someone more knowledgeble than could prolly give a definite answer.
It would be interresting to hear how the game handles APR when it's 5/2 or 7/2. Is the second round also affected by the speed factor of the weapon or are your attacks evenly distributed throughout 12 seconds instead of 6 * 2 ?
With the Answerer, the character attacked 3 times the first round, and twice the second. With the Dagger +3, it varied during the two dagger tests. In the first test, it struck 3 times the first round and 2 APR the next. In the second test, it was the other way around. The Answerer struck only after the 5 speed factor healing spell was casting, whether the character made 3 attack rolls or only 2. The Dagger +3 struck twice before the healing spell was cast, even with 3 attack rolls instead of 2.
Findings:
-If you have an extra 0.5 APR, it is not distributed evenly. You have a 50% chance, it seems, of having a full extra attack every other round. Speed factor does not appear to affect this.
-Speed factor works a little differently. It just slows down the first attack roll, and fits the remaining attack rolls into the time remaining before the round ends.
But since your character only can fit so many attack animations in a round, very high APR values (like 10) should still effectively increase speed factor by forcing the character to make the attack rolls early in order to get them all into 6 seconds.
So does Weapon Speed Factor determine the amount of attacks that weapon has per round?
Say for instance (With 1 Attacks Per Round On The Wielder):
---Non-Magical Two-Handed Sword vs. Non-Magical Dagger.---
Would The Dagger Have more attacks per round than the Two-Handed Sword?
(e.g The dagger hits more often but with less damage when compared to a Two-Handed Sword?)
@Skatan: Speed factor is also relevant for early game situations and for non-fighters, in which cases APR isn't high enough to negate the effects of speed factor, and a late attack roll could fail to interrupt an enemy spell.
"The user must regain his balance and plant his feet firmly. Only after doing all this is he ready for his next attack...
Weapon speed factors slow the speed of a character's attack. The higher the weapon speed factor, the heavier, clumsier, or more limited the weapon is...
The speed factor of a weapon is added to the initiative roll of the character to get his modified initiative roll."
Now These two quotations stand out greatly for myself:
"Weapon speed factors slow the speed of a character's attack. The higher the weapon speed factor, the heavier, clumsier, or more limited the weapon is..."
"Thus, if the DM decides to use weapon speed factors for player characters, they should also be used for giants, orcs, centaurs, and the like. Otherwise the DM isn't being fair to the players."- This quote in particular shows that the 'official ruling' can indeed become that of which -case by case- each Dungeon Master can decide to be used within the ruling that they create their own games around.
Thus I do not find myself to be fully convinced that Baldur's Gate Weapon Speed is a 100% copy from Official Advanced Dungeons and Dragons Rulings. Although I wonder if I am wrong.
I wonder what is said about Attack Per Round within the official source books of Advanced Dungeons and Dragons 2nd Edition. What insights might I myself and others find therein?
No initiative rule grants extra attacks per round just for having a low weapon speed factor.
Here's what the PHB says on multiple attacks and initiative:
https://www.youtube.com/watch?v=n5w2Mh6CyXo
Here is why.
Suppose you have 3 attacks per round, start the round with drinking a potion, do you still get all remaining attack/how fast are yhe remaining attack(s) in the round?
Never really thought about these things. I just play the game without the knowledge.
Also, as in after a round and after a successful dice roll 'hit' and say 'the Battle Axe wielding character' inflicts 8 damage.. So what is actually simulated is a transpiration of a bout of melee and say that '8 damage' could be say, 3 successful minor hits or one decisive hit within said round, as in at the end of the round it is all still '8 damage'?
Or am I wrong once again my insightful friend?
Insightful +1.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
You Know What This Post Is Called? [Spoiler]
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
Grand Irony.[/Spoiler]
- in 2e P&P a round is one minute and a turn is 10 minutes.
- in converting those rules to the game, Bioware made the game clock (running at the standard 30 frames per second) run 10 times as fast as real time. Hence a minute of game time will pass in 6 seconds of real time (which is why people talk about a round lasting 6 seconds).
- most measurements of time within Baldur's Gate use game time. Thus, for instance, a spell lasting 6 rounds would last for 36 seconds of real time all other things being equal (which of course they may not be, as you could both change the 30 fps to make game time progress faster or slower than normal and pause the game to freeze game time as long and as often as you want).
- there are a few measurements of time that do use real time, e.g. some quest triggers are set up like that to prevent you being able to progress to the next stage of the quest just by resting a few times.
The Combat Round
If an encounter escalates into a combat situation, the time scale of the game automatically goes to rounds (also called melee rounds or combat rounds). Rounds are used to measure the actions of characters in combat (or other intensive actions in which time is important). A round is approximately one minute long. Ten combat rounds equal a turn (or, put another way, a turn equals 10 minutes of game time). This is particularly important to remember for spells that last for turns, rather than rounds. But these are just approximations--precise time measurements are impossible to make in combat. An action that might be ridiculously easy under normal circumstances could become an undertaking of truly heroic scale when attempted in the middle of a furious, chaotic battle.
or
What You Can Do in One Round
Whatever the precise length of a combat round, a character can accomplish only one basic action in that round, be it making an attack, casting a spell, drinking a potion, or tending to a fallen comrade. The basic action, however, may involve several lesser actions. When making an attack, a character is likely to close with his opponent, circle for an opening, feint here, jab there, block a thrust, leap back, and perhaps finally make a telling blow. A spellcaster may fumble for his components, dodge an attacker, mentally review the steps of the spell, intone the spell, and then move to safety when it is all done. It has already been shown what drinking a potion might entail. All of these things might happen in a bit less than a minute or a bit more, but the standard is one minute and one action to the round.
1 round = 1 minute
10 rounds = 10 minutes = 1 turn
60 rounds = 6 turns = 1 hour
@AstroBryGuy noted above that the way Bioware compressed that into the game was slightly odd. I don't know if that's correct or not (though I have seen it referred to elsewhere), but assuming it is correct that would mean the relationships within BG are:
1 round = 1.2 minutes game time = 6 seconds real time
10 rounds = 1 turn game time = 12 minutes game time = 60 seconds real time
60 rounds = 1.2 hours game time = 360 seconds real time
1 turn = 10 rounds = 60 seconds realtime
1 hour in-game = 5 Turns = 50 rounds = 300 seconds realtime
1 day in-game = 24 Hour = 120 turns = 1200 rounds = 7200 seconds realtime