One of the "twists" to combat we have experimented with in my home game is adding a weapon speed to the initiate roll for each character/enemy and then running action in order of initiative die roll+ weapon speed from highest total acting first to lowest total acting last.
So far reaction is mixed. It's made combat a bit slower which some do not like. The added time comes from organizing player sequence each turn. (die roll+ weapons speed modifier, then comparing and ordering, then actions from Highest total to the lowest total).
The ones who do enjoy it though feel the added time each turn is worth it because the active player sequence is "more real" based on the type of weapon being used. In other words the dagger tossing thief should have an advantage to acting faster than the battle axe wielding barbarian.
Want to try it yourself? Below is a very simply chart to experiment with on your own! Let me know what you think.
Note, spell casting has a +0 MOD
So far reaction is mixed. It's made combat a bit slower which some do not like. The added time comes from organizing player sequence each turn. (die roll+ weapons speed modifier, then comparing and ordering, then actions from Highest total to the lowest total).
The ones who do enjoy it though feel the added time each turn is worth it because the active player sequence is "more real" based on the type of weapon being used. In other words the dagger tossing thief should have an advantage to acting faster than the battle axe wielding barbarian.
Want to try it yourself? Below is a very simply chart to experiment with on your own! Let me know what you think.
| Weapon | Initiative MOD |
| Dagger | +4 |
| Sword | +3 |
| Clubs & Hammers | +2 |
| Axes | +2 |
| Pole Arms (2h) | -1 |
| Unique | +1 |
| X-Bows | +4 |
| Bows | +3 |
| Thrown | +1 |
| Two Handed | -1 |
| Sling | +2 |
Note, spell casting has a +0 MOD


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