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<blockquote data-quote="Steel_Wind" data-source="post: 5465385" data-attributes="member: 20741"><p>I would recommend against this in the way that you propose. Anytime you take something away from a player as part of your house rule design, you tend to upset them. You make the player feel as if you are tilting the game, as designed, against them.</p><p></p><p>I would, instead, give the GOOD BAB classes something else. At 6th level, given them an extra move per round, but in no cases more than 2 moves, that will not count against their ability to make 2 attacks as part of a full attack action.</p><p></p><p>Increase this to permit 3 attacks per round, and at 16th, four. </p><p></p><p>Effect: this makes your combats more dynamic. The problem with 3.xx combat is that it favors a rush to the middle and then a relatively static battle as the fighters don't want to move as they sacrifice their iterative attacks.</p><p></p><p>Give this maneuverability back to them. This achieves a significant benefit for the overall feel of your game play, favors their class in terms of multiple attacks (without actually dealing out more damage) and does not take away anything from other classes (so the Rogue does not feel cheated).</p><p></p><p>And yes, this will allow a fighter of sufficient level to charge and do a full attack.</p><p></p><p>You will see a gameplay benefit from this at your table, imo.</p><p> </p><p></p><p></p><p>I don't let my PCs get that high, generally. Stripping NPCs of these spells is inconvenient. -- if you have NPCs this level. You can use all kinds of other concerns to deal with these concerns.</p><p></p><p>If, otoh, you have PCs get this high in level and they are denied these spells? You will have those players quit your game. </p><p></p><p></p><p></p><p>This messes with the underlying balance of the crunch in the game. It is a flat out mistake, imo. Don't do it.</p></blockquote><p></p>
[QUOTE="Steel_Wind, post: 5465385, member: 20741"] I would recommend against this in the way that you propose. Anytime you take something away from a player as part of your house rule design, you tend to upset them. You make the player feel as if you are tilting the game, as designed, against them. I would, instead, give the GOOD BAB classes something else. At 6th level, given them an extra move per round, but in no cases more than 2 moves, that will not count against their ability to make 2 attacks as part of a full attack action. Increase this to permit 3 attacks per round, and at 16th, four. Effect: this makes your combats more dynamic. The problem with 3.xx combat is that it favors a rush to the middle and then a relatively static battle as the fighters don't want to move as they sacrifice their iterative attacks. Give this maneuverability back to them. This achieves a significant benefit for the overall feel of your game play, favors their class in terms of multiple attacks (without actually dealing out more damage) and does not take away anything from other classes (so the Rogue does not feel cheated). And yes, this will allow a fighter of sufficient level to charge and do a full attack. You will see a gameplay benefit from this at your table, imo. I don't let my PCs get that high, generally. Stripping NPCs of these spells is inconvenient. -- if you have NPCs this level. You can use all kinds of other concerns to deal with these concerns. If, otoh, you have PCs get this high in level and they are denied these spells? You will have those players quit your game. This messes with the underlying balance of the crunch in the game. It is a flat out mistake, imo. Don't do it. [/QUOTE]
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