Move and full attack

Sqwonk

First Post
Has anyone tried this houserule for 3.5/Pathfinder? Allowing full attacks/iterative attacks after a move?

I am trying to see if combat would be more mobile if combatants were allowed to take a full move and then make 2, 3, 4 etc attacks. Now, there is just alot of just standing toe-to-toe and whacking at each other.

Any huge issues this might cause?
 

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Sort of ruins the whole Pounce mechanic, doesn't it?
I allow TWFighters to snag their offhand attack (because honestly, TWF needs some love) as part of any standard action attack where they swing their main hand weapon (once per round), but you should probably leave the rest of it alone.

The RAW are pretty accurate in the way they utilize actions, and they make perfect sense for this particular case.
 

Basically, you are giving each character a better version of the pounce ability.

We once ran a campaign with two barbarians, each using the Lion Totem alternate class feature granting them pounce. I don't recall there being any increase in mobility beyond how our group normally plays. What we did notice was that -- at level 6 and higher -- whenever we won initiative we had a much larger advantage over our enemies. I can only imagine that initiative would become even more important if every PC/NPC/Monster had this ability.
 

Never tried it, but i once proposed a rule where you would divide up your double move by your number of ierative attacks, and then could either use that attack or use that part of your move. Exact mechanics never reached a definite point though.
 


I've seen a few mentions of that in various places here (and under various topics). From what I recall, those people that have implemented such a rule did like the outcome. But some others went a little farther and limited the number of attacks per round (I think that was something that came out of Trailblazer) as well.

For my part, I've toyed with the idea, but never implemented it. Though, honestly, whenever I think about it in depth, I tend to come back to leaving the mechanic as is. But, I normally then start trying to figure out how best to address the disparity in the To Hit bonus with multiple attacks. I mean, really, by the time a Fighter gets 3 or more attacks per round, the last 1, or even 2 at higher levels, are pretty worthless as the opponents have too high an AC...

But anyway, back on target, mayhaps instead of allowing full attacks, mayhaps allow half with a move.
 

Kiss your wizards goodbye if they are in close range. A fighter can now take a move (up to 30') and then get all of his attacks. When a fighter gets iteratave attacks most wizards can survive the first blow but not the cumulative blows.

Clases like the warlock will be in big trouble due to the default range of their attacks.
 

Kiss your wizards goodbye if they are in close range. A fighter can now take a move (up to 30') and then get all of his attacks. When a fighter gets iteratave attacks most wizards can survive the first blow but not the cumulative blows.

Clases like the warlock will be in big trouble due to the default range of their attacks.

And what is the fighter's defense to spells? Casters get a full, potentially multiple-enemy neutralizing action every round, even when they move.

Somehow, I don't think Pounce for everyone means the end of wizards. A full attack after a move is easy enough to get anyway. See Travel Devotion, which has no prerequisites.

Honestly, I don't think this will make much difference to wizards at all.
 

Any huge issues this might cause?

My own group removed iterative attacks altogether and simply gave all characters a bonus to damage equal to their BAB. The actual math works out closer to half BAB, but even giving fighter types this slight boost didn't unbalance anything.

We ended up with fighter types moving a bit more than before, but not significantly. AoO's were far more influential in limiting movement once characters were in melee range.

The only real consideration is if you make this change for NPC's and monsters as well. If you do, then as others have said, initiative may become more important, especially with creatures like the carrion crawler. Eight touch attacks for paralyzation combined with a move can be very, very nasty.
 

My only issue is that ranged characters would need some MAJOR boosts to make up for this, you're basically giving away the only real advantage ranged attackers have to everybody.

Not provoking for shooting/throwing, power attack applying to ranged attacks (at a 2-for-1 rate) to make up for their poorer damage, maybe something else, too.
 

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