AbdulAlhazred
Legend
Its responsible for multi-attacks being the sin-qua-non of optimization.
How is it designers get surprised by that every time? It's been painfully(npi) obvious that piling damage bonuses onto multiple attacks overwhelms D&D's abstract sack-of-hps injury-tracking system. Whether that's being outnumbered under 5e Bounded Accuracy, multi-attack powers in 4e, bag of rats in 3e, Weapon Specialization in 2e or TWFing in AD&D - or just rapidly-scaling low-level damage spells.I think they didn't REALLY want most stuff to explicitly scale. They thought that everyone would trade up all their powers to the best they could and the only real low-level ones you'd still use would be at-wills (hence the scaling). As it turned out multi-attacks of any ilk whatsoever just far outstripped any level scaling or even increased potency of higher level powers.
How is it designers get surprised by that every time? It's been painfully(npi) obvious that piling damage bonuses onto multiple attacks overwhelms D&D's abstract sack-of-hps injury-tracking system. Whether that's being outnumbered under 5e Bounded Accuracy, multi-attack powers in 4e, bag of rats in 3e, Weapon Specialization in 2e or TWFing in AD&D - or just rapidly-scaling low-level damage spells.
How is it designers get surprised by that every time? It's been painfully(npi) obvious that piling damage bonuses onto multiple attacks overwhelms D&D's abstract sack-of-hps injury-tracking system. Whether that's being outnumbered under 5e Bounded Accuracy, multi-attack powers in 4e, bag of rats in 3e, Weapon Specialization in 2e or TWFing in AD&D - or just rapidly-scaling low-level damage spells.
PCs should hit monsters 65% of the time, Monsters should hit PCs about 55% of the time.
i know the former comes from statistics wrt human beings and satisfaction yes 2 out of 3 ain't bad is more than a saying... I wonder if the latter is sense of threat related and has a basis also.
A while back I saw an idea where effectively martial arts, were created as reframed and reflavored armor types and weapons... (I think it might have been on the old WOTC site before 4e was stripped)
For instance the defense arts were like armor but did not technically weigh anything but rather demanded freedom of movement and flexibility amounting to X unused carrying capacity and the heavier types exploited extensive use of core balance and low stances which generally demand slightly slower movement... etc.
They had them named and flavored fairly well, I am thinking I might use this integrated with Martial Practices like Sensei and Chi styled Grand Master Trainings to enable the Martial Artists of D&D to take on the flavor of both Qui Chang Kane and Wuxia (you know them they are called fighters, rangers, rogues and warlords).
I recall a thread on the GD forum there circa 2008/9 in which we reflavored armor as various types of defensive techniques. They weren't especially flavored like Martial Arts, though that was also a pretty obvious option and might have been touched on. I think the genesis of it was someone wanting to run a pirate campaign where characters clad in heavy armor would be out of place, thematically, and trying to figure out what to do with the paladins and such.
I would note that calling these things MPs would have worked, as they were treated like GEAR in this case, so accessed at a fairly small one-time cost (obviously you could lose actual gear and need to repurchase it, but the GP costs for such are all but trivial in 4e once you hit 2nd or 3rd level). Obviously you'd have to give them a 'no combining with armor' rider, but that's not really a problem. GM training is of course a possible additional aspect, which could be used to provide the same types of 'enchantments' that various armors normally have, as well as any enhancement bonuses beyond the standard inherent bonus progression.