jerinx wrote:
Other Changes:
- Weapon penalties can reduce attacks to < 1 per round
- Increased weapon speed penalty of slow spell
I'm not sure how I feel about this. Does it work based on a scale of the original weapon speed? It's kind of unfair to consider that only the gimps get 2-3 attacks a round, and to further make them worthless if they get hit with slow is...concerning. (I'm looking at you, clergy warriors and scouts).
I want to push the viability of maledictions.
Post-enchant changes, weapon speed is an actual affect location now, which makes it much easier to integrate either a positive or negative modifier into spells and abilities. Problem from my perspective is that you could pretty easily hit a barrier on the negative end of weapon speed. Previously, you couldn't reduce someone below 2 attacks per round, which against a lot of classes meant there wasn't even any point in casting it. Or even if there was, you start wondering if there is any point in bothering if a possible best case scenario is them losing one attack per round.
Now as a malediction class, you shouldn't have to worry about this. So how's it work? If you look at it in terms of steps in the number of attacks per round you can get (where free attack usually refers to sprites and griffons):
- 5 attacks + free attack per round
- 4 attacks + free attack per round
- 3 attacks + free attack per round
- 2 attacks + free attack per round
- 1 attack + free attack per round
- 1 attack per round
- 1 attack per 2 rounds
- 1 attack per 3 rounds
- 1 attack per 4 rounds
Everything below 2 attacks per round is new (with regard to weapon speed penalties). I keep track of how many rounds you've been fighting if your weapon speed is really slow, and you only get one weapon attack per number of rounds.
Is this going to come up very often? Probably not. Although there are now multiple ways to lose weapon speed: slow, songs of sleep, [redacted] spell -- and they can stack with each other. So it could come up and it's good that it can do something.
Quote:
- Fix reach for creatures with natural reach
Does this mean there were races that did not have reach that should have?
It means that I believe in certain cases, creatures that have reach without wielding reach weapons (water elementals, dragons, etc) were not always getting a chance to hit someone if they were in the second row.