Alternative Rules for Extra Attacks

airwalkrr

Adventurer
I've never been very fond of the way 3e did extra attacks for higher level characters. The penalty for extra attacks always seemed to make them worth less and less. Oftentimes players of high level characters don't even bother to calculate their attack totals for their last two or three attacks and just look for natural 20s because they realize how poor their chances are of hitting as they get progressively more attacks. So that's the "Why" of this thread.

I've worked for some years to come up with an alternative system. What do you think of this one?

When a character with a base attack bonus of +6 or higher makes an attack as a standard action, he can choose to make a second attack as a move action. This second attack uses the character's full base attack bonus and occurs after the first attack.

When a character with a base attack bonus of +11 or higher makes an attack as a standard action followed by an attack as a move action, he can choose to make a third attack as a swift action. This third attack uses the character's full base attack bonus and occurs after the second attack.

A character with a base attack bonus of +16 or higher can make an attack as an immediate action, but doing so forfeits his swift action on his following turn as normal. As usual, a character may make only one immediate action per turn.

As a companion house rule, taking a 5-foot step is a swift action that does not provoke attacks of opportunity, but precludes the character from moving any further during his turn.

As another companion house rule, the haste spell, rather than granting an extra attack when you take a full round action to attack, allows you to determine your number of attacks per round as if your base attack bonus were 5 points higher. This plateaus hastes functionality at high levels since it grants no extra attacks to characters who have a base attack bonus of +16 or higher. Given the almost universally-held opinion that haste is a must-have spell for arcane characters, I don't feel this would be inappropriate.

Taken together, this gives high-level characters with high base attack bonuses some better tactical options for their extra attacks because they are more reliable. It also provides some balance to high base attack characters relative to spellcasters as it gives them a chance to interrupt spellcasting at high levels without requiring them to ready an action. I am thinking this rule favors archers over melee characters, but archers are already limited by heavy feat requirements as well as MAD (multiple ability dependency) to be effective.

Some might have a knee-jerk reaction to this as a nerf to high base attack bonus characters because it reduces them (and all other characters as well) to a maximum of 3 attacks per round (without Two-Weapon Fighting, etc.). But I think given the improved reliability of the extra attacks, the trade is at the very least a fair one. I would argue it is a favorable improvement based on my observations of high-level combat involving high base attack bonus characters.

What are your thoughts?
 

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We're trying a house rule on iterative attacks: They happen every 4 levels, instead of every 5.

So a Fighter type would progress as follows:

Lvl Attacks
1 +1
2 +2
3 +3
4 +4
5 +5/+1
6 +6/+2
7 +7/+3
8 +8/+4
9 +9/+5/+1
10 +10/+6/+2
11 +11/+7/+3
12 +12/+8/+4
13 +13/+9/+5/+1
14 +14/+10/+6/+2
15 +15/+11/+7/+3
16 +16/+12/+8/+4
17 +17/+13/+9/+5/+1
18 +18/+14/+10/+6/+2
19 +19/+15/+11/+7/+3
20 +20/+16/+12/+8/+4
21 +21/+17/+13/+9/+5/+1

We did this to address the way spell casters end up dominating combat at higher levels. Normally you'd get your theoretical 5th attack at 21. With this that's where you'd get your 6th attack, so it's one extra attack over the course of the career. It's a subtle change, but brings the power curves a bit closer together.

It doesn't, however, address the same issue as the thread started with, so just forget I said anything. :)
 


We were looking for subtle changes, ways to give the fighter types an edge without having to rewrite a lot of feats, classes or other rules. It isn't a true 100% equalizer, but it helps.
 

Personally, I happen to be a fan of fast and easy. I'm wondering what your proposed system brings to the table in comparison to these 2 approaches:

1. Eliminate iterative attacks entirely. BaB is now added as a damage bonus. I.E. a level 10 fighter does +10 damage in addition to anything else he's doing.

2. The Trailblazer method:
At 6 BAB, you can full attack for -2/-2.
At 11 BAB, you full attack for -1/-1.
And at 16, it's 0/0.

I personally favor approach 1 myself, in terms of ease and speed.

If you're just looking to mess with the tactical portion of the game (adding even more options and action economy management), I don't really have any feedback for you. :(
 

The ultimate in "Fast and Easy" is a single round of Rock/Paper/Scissors, or a straight dice roll off.

What I proposed wasn't intended to address "Fast and easy". I kind of said that, in fact. It's a way to address a different problem, the growing power imbalance between spell casters and melee types.

Oddly, looking at the systems you proposed, the damage bonus approach seems as if it would draw out combats to take even more time.

As levels rise, damage already rises. I've seen a Paladin dish out 400 points in a blow, and the ability to dish 100 points per round isn't really that remarkable at higher levels. Adding a single bonus of +15 or +20, in place of the damage that can result from iterative power attacks with a two handed weapon? I haven't run the numbers yet, but off hand it looks to me as if the iterative fighter is going to do more damage.

Magic weapon damage, bonus damage from feats, sneak attacks, etc., these things repeat, and so become more valuable in the iterative attack structure.

Cutting total damage output not only draws out the length of a combat, it makes the spell casters even more dominant at higher levels.
 

How does two weapon fighting factor into this? Do I get two attacks instead of one for my standard/move/swift/immediate action?

I think that it is also a sizable boost for physical combatants. Instead of a 3-4 attacks that probably hit 1-2 times, you have 3 attacks that probably hit 2-3 times.

Are natural weapons affected at all? If a monster with BAB of 5 and an attack routine of claw/claw/bite can only make one attack, it's CR just dropped a lot. If you can still use a full attack to use all of your natural weapons (i.e., the rules as currently written), then intelligent monsters will 5 foot step away, since that requires the fighter to use his swift action to come back into melee range rather than make a third attack.

Assuming that you are willing to increase the power of non-spellcasters, it looks like a good basic idea, but there are some situations that need refinement.
 

What are your thoughts?

The system is an interesting one, and not too esoteric; "make an attack as a swift action" is probably the second most common fix aspect I've seen, after "all iteratives are at -5 instead of -5/-10/-15."

However, it doesn't fix one of the major problems with melee past 6th level, namely that full attacks don't let you move and attack, forcing melee characters to either focus on pouncing charges or give up most of their attacks when they have to move. Thus, I'd change the part about requiring a standard and move attack to use the swift attack to not require a move action; this would let them move in a round and still get two attacks, and as Trailblazer showed, two attacks at full BAB at mid-to-high levels is basically the same as an existing full attack routine (plus or minus a few modifiers and edge cases, of course).

1. Eliminate iterative attacks entirely. BaB is now added as a damage bonus. I.E. a level 10 fighter does +10 damage in addition to anything else he's doing.
[...]
I personally favor approach 1 myself, in terms of ease and speed.

As Greenfield noted, doing this massively drops martial damage due to all of the effects that can add damage to attacks, grant extra attacks, and otherwise boost damage output at higher levels. If you want to save time by adding a flat damage bonus to one attack (which, in and of itself, isn't a bad idea) you really have to figure out what expected damage people get under the existing system to determine what bonus to grant. The exact answer will depend on your playstyle and what you're used to...but whatever that may be, I guarantee you the answer is not +BAB to damage.
 

Monsters have a multi-attack sequence that's independent of the iterative attack feature.

The monster with claw/claw/bite doesn't take progressive 5 point penalties, do they?

Same for TWF. It's outside the iterative attack rules.
 

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