I suppose that depends on what you're fighting. Against opponents with higher ACs, I can see how that would be less useful.
I suppose that should motivate me to pay a little more attention before posting.
I guess my question then becomes, if I were to use your system, would VS and IVS still be attractive feats to take? Is your system maybe a little too good?
There are other emergent benefits to this proposal (levelling the expected damage output non-fighter classes, reducing the necessity of AC-pumping for PCs, etc.) but I am primarily concerned with how this fix strikes the primary fighting classes.
It can't be less useful than the prior version of Cleave/Great Cleave.
The old version of Cleave/GC require you to drop the opponent to trigger the bonus attack(s). Dropping the opponent, perforce, requires a successful hit.
The new C/GC give you a bonus attack on a successful, regardless of whether you drop the target or not.
(At least that's my understanding from context here-- I'm not looking at my PF doc at the moment.)
How does this reduce the need for PCs to AC Pump?
Don't the two high attack rolls with no low ones mean that mid level AC is less useful than it would be compared with facing secondary iteratives with significantly lower attack rolls? Doesn't this lead to PCs pumping their ACs to their max since they only face those high attack rolls?
You basically can't pump your AC high enough to stop the first or second attack of most creatures in the BAB +11 range. So as someone else pointed out upthread, the point of AC at high levels is to deflect the 3rd (-10) and 4th (-15) attacks.
You mean it was the intention of the 3E designers? Why did they never tell anyone? (Or did they, and I missed the memo?)You basically can't pump your AC high enough to stop the first or second attack of most creatures in the BAB +11 range. So as someone else pointed out upthread, the point of AC at high levels is to deflect the 3rd (-10) and 4th (-15) attacks.
This is by design, by the way.
As a PC or npc?
A lot of monsters tend to use natural attacks, and if you give them improved multiattack, this effectively means that all their attacks are made at the same bab. So if your AC can't stop the 1st one, it won't stop any of them.
You basically can't pump your AC high enough to stop the first or second attack of most creatures in the BAB +11 range. So as someone else pointed out upthread, the point of AC at high levels is to deflect the 3rd (-10) and 4th (-15) attacks.
This is by design, by the way. At low levels, combat is supposed to be boolean-- hit or miss, because one or two hits can put you down. At high level, the game switches from a boolean model to an attrittive one.
Wellllll... heh. On the hit point scale, anyway. In fact it remains a boolean game with respect to Save or Die.![]()
So your saying since you take out those 3rd and 4th iteratives (and bumping up that second one) you take away the main point of AC, so there is less incentive to drive as hard as you can on AC at higher levels (especially for normally mid AC classes like rangers or rogues) because it will be increasingly marginally useful. Also the difference between mid AC and no AC bonus will diminish leading to unarmored D&D characters being more viable.
As noted though AC will still be useful to prevent massive power attack in addition to the increasingly little chance of stopping those full BAB strikes.
Will switching to your system mean that pumping AC by 2 for example lead to less damage blocked on average than under the iterative system for a sample BAB 11+ monster/NPC?