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<blockquote data-quote="nonsi256" data-source="post: 5032731" data-attributes="member: 86164"><p>I think people are missing an important factor regarding attack rolls.</p><p>I don't know if this was the designers' point of view, but as I see it, a hit roll represents not only a confirmation of one's succes in landing a strike, but the overall chances of actually managing to position one's self to even attempt an attack combined with the chance to hit once an attempt was made.</p><p>Given your opponents are:</p><p>1. trying to survive.</p><p>2. acting simultaneously with you (impossible to truly reflect with game rules).</p><p>3. noticing your position once you make each iterative attack and not exactly trying to make things more comfortable for you to attack.</p><p>the inescapable conclusion to me is that WotC made a convincing illustration of how iterative attacks should look like.</p><p></p><p>Given the above, I took longsword (the weapon most archetypically associated with melee) as a baseline for WotC's iteratives' mechanics.</p><p>I figured that heavy weapons - having greater mass - make you somewhat slower and a bit more predictable, therefore reducing your ability to make yourself the opportunity to even attempt your next attack(s). The next obvious conclusion was that the very small weapons don't hinder your movement at all (easy to strike with and you don't need to compensate on a miss), therefore you have just that marginally better chance of attempting that next attack.</p><p>As levels progress, this becomes more evident in the form of less/more attack rolls.</p><p>The result: beter balance and better realism with absolutely negligible extra effort.</p><p></p><p>I'm sure that now it's much clearer why armors & shields play a part in my mechanics for iterative attacks and why the constraints I used make sense.</p><p></p><p>And notice that even with my approach, heavy weapons still do more damage on the average (which is fine - there's a reason why one might choose to struggle with a heavy weapon and incase himself in iron).</p><p></p><p></p><p>Regarding your variant, you didn't specify if you figure #attacks accoding to BAB +0/+6/+11/+16 or downwards all the way to +1/+0 (I chose +0 since BAB +0 grants 1 attack, not zero).</p><p>If it's the former, then your view of "what an attack role is" is probably significantly different than mine (and I'd be happy if you could describe it).</p><p>If it's the latter, you're gonna end up with a level-20 martial class having 10 attaks per round (6-sec) as a baseline (I'm not sure you'd wanna go there - for so many reasons).</p></blockquote><p></p>
[QUOTE="nonsi256, post: 5032731, member: 86164"] I think people are missing an important factor regarding attack rolls. I don't know if this was the designers' point of view, but as I see it, a hit roll represents not only a confirmation of one's succes in landing a strike, but the overall chances of actually managing to position one's self to even attempt an attack combined with the chance to hit once an attempt was made. Given your opponents are: 1. trying to survive. 2. acting simultaneously with you (impossible to truly reflect with game rules). 3. noticing your position once you make each iterative attack and not exactly trying to make things more comfortable for you to attack. the inescapable conclusion to me is that WotC made a convincing illustration of how iterative attacks should look like. Given the above, I took longsword (the weapon most archetypically associated with melee) as a baseline for WotC's iteratives' mechanics. I figured that heavy weapons - having greater mass - make you somewhat slower and a bit more predictable, therefore reducing your ability to make yourself the opportunity to even attempt your next attack(s). The next obvious conclusion was that the very small weapons don't hinder your movement at all (easy to strike with and you don't need to compensate on a miss), therefore you have just that marginally better chance of attempting that next attack. As levels progress, this becomes more evident in the form of less/more attack rolls. The result: beter balance and better realism with absolutely negligible extra effort. I'm sure that now it's much clearer why armors & shields play a part in my mechanics for iterative attacks and why the constraints I used make sense. And notice that even with my approach, heavy weapons still do more damage on the average (which is fine - there's a reason why one might choose to struggle with a heavy weapon and incase himself in iron). Regarding your variant, you didn't specify if you figure #attacks accoding to BAB +0/+6/+11/+16 or downwards all the way to +1/+0 (I chose +0 since BAB +0 grants 1 attack, not zero). If it's the former, then your view of "what an attack role is" is probably significantly different than mine (and I'd be happy if you could describe it). If it's the latter, you're gonna end up with a level-20 martial class having 10 attaks per round (6-sec) as a baseline (I'm not sure you'd wanna go there - for so many reasons). [/QUOTE]
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