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*Pathfinder & Starfinder
Are Multiattacks a Problem?
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<blockquote data-quote="Nyronus" data-source="post: 5640171" data-attributes="member: 93419"><p>Anyone who thinks Multi-Attacks are overpowered needs to run an assassin in a one on one fight with a Post-MM3 brute five levels higher. Go on. I dare you.</p><p></p><p>-</p><p></p><p>I have run 4e from day 2 of the edition. The only reason I didn't run from day 1 is because I spent day 1 reading the books. I have a campaign that just hit level 21 and am in another that just hit 23. The group in the 21 campaign is, in fact, the posterboy for everything wrong with multi-attacks... and why they're needed. We have 4 Strikers. We really have 3, but our fighter is an optimized Tempest/Son of Mercy and he crits ALL THE GODDAMN TIME, that his burst damage is more or less comparable with the strikers. Our Barbarian has nothing BUT multi-attack powers in his arsenal, on top of so many reactions and counter-attacks it isn't even funny. Our only leader is a DMPC Artificer who, while incapable of doing more than 30 damage in a turn, is a buff-master max who can pump out ludicrous bonuses to hit and damage. Most characters in the party can churn out 100+ damage novas every encounter. The Fighter and the Daggermaster can easily hit 200 to 250+ using encounter powers if they get lucky.</p><p></p><p>Fights rarely last 4 rounds, and do you know what? Despite all that, fights are still deadly and I still often have to pull my punches to avoid killing characters at least once every two or three game sessions. Monsters do so much damage at high levels that its relatively child's play to kill any single character. They also have such massive bags of hit-points that trying to win wars of attrition with them are a good way to bring back the five minute work-day. Furthermore, melee alpha strikes are great... until your DM throws a bunch of flying minion artillery at you. Then your right <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />ed.</p><p></p><p>Now, I can understand wanting to pull back on nova tactics to make fights more dynamic and dramatic, and wanting to change the way damage works so more powers and strategies are viable at high level, but the fact of the matter is that monster HP has to drop first, and damage probably could use some cutting as well. Any revision to the system at this point to make this all happen would be a huge amount of money and time, and, in all honesty, kind of a waste. Multi-attacking is the king of single target damage, but single target damage is not the be all end all of the game. I know my party groans every time a fight starts with a bunch of minions 10+ squares away. I know controllers that would give them hell if the fighter couldn't also do his job. I know flying monsters and artillery are the banes of their existences. Multi-attacking is the king of single target damage, but it isn't broken. Not in the way CoDzilla was broken, or the Batman Wizard. It is broken if you do nothing but throw the party up against Solo Lurkers in brightly-lit 5x5 rooms.</p><p></p><p>So, to sum up:</p><p>Mutli-attacks are the kings of single target damage.</p><p>Their needed at higher levels because monsters do so much damage and are so tough that without them fights get a hell of a lot harder.</p><p>Despite this, multi-attacks are not an always winning strategy as certain monster formations and tactics can make them harder to employ effectively.</p><p>Therefore, they are not broken.</p></blockquote><p></p>
[QUOTE="Nyronus, post: 5640171, member: 93419"] Anyone who thinks Multi-Attacks are overpowered needs to run an assassin in a one on one fight with a Post-MM3 brute five levels higher. Go on. I dare you. - I have run 4e from day 2 of the edition. The only reason I didn't run from day 1 is because I spent day 1 reading the books. I have a campaign that just hit level 21 and am in another that just hit 23. The group in the 21 campaign is, in fact, the posterboy for everything wrong with multi-attacks... and why they're needed. We have 4 Strikers. We really have 3, but our fighter is an optimized Tempest/Son of Mercy and he crits ALL THE GODDAMN TIME, that his burst damage is more or less comparable with the strikers. Our Barbarian has nothing BUT multi-attack powers in his arsenal, on top of so many reactions and counter-attacks it isn't even funny. Our only leader is a DMPC Artificer who, while incapable of doing more than 30 damage in a turn, is a buff-master max who can pump out ludicrous bonuses to hit and damage. Most characters in the party can churn out 100+ damage novas every encounter. The Fighter and the Daggermaster can easily hit 200 to 250+ using encounter powers if they get lucky. Fights rarely last 4 rounds, and do you know what? Despite all that, fights are still deadly and I still often have to pull my punches to avoid killing characters at least once every two or three game sessions. Monsters do so much damage at high levels that its relatively child's play to kill any single character. They also have such massive bags of hit-points that trying to win wars of attrition with them are a good way to bring back the five minute work-day. Furthermore, melee alpha strikes are great... until your DM throws a bunch of flying minion artillery at you. Then your right :):):):)ed. Now, I can understand wanting to pull back on nova tactics to make fights more dynamic and dramatic, and wanting to change the way damage works so more powers and strategies are viable at high level, but the fact of the matter is that monster HP has to drop first, and damage probably could use some cutting as well. Any revision to the system at this point to make this all happen would be a huge amount of money and time, and, in all honesty, kind of a waste. Multi-attacking is the king of single target damage, but single target damage is not the be all end all of the game. I know my party groans every time a fight starts with a bunch of minions 10+ squares away. I know controllers that would give them hell if the fighter couldn't also do his job. I know flying monsters and artillery are the banes of their existences. Multi-attacking is the king of single target damage, but it isn't broken. Not in the way CoDzilla was broken, or the Batman Wizard. It is broken if you do nothing but throw the party up against Solo Lurkers in brightly-lit 5x5 rooms. So, to sum up: Mutli-attacks are the kings of single target damage. Their needed at higher levels because monsters do so much damage and are so tough that without them fights get a hell of a lot harder. Despite this, multi-attacks are not an always winning strategy as certain monster formations and tactics can make them harder to employ effectively. Therefore, they are not broken. [/QUOTE]
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