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Cloner's Corner: I'm thinking of going two attacks per action at level 1.
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<blockquote data-quote="Benjamin Olson" data-source="post: 9027699" data-attributes="member: 6988941"><p>Sadly my playtesting group never quite materialized, and now I'm moving in a couple of months for a new job, so this whole project is mostly on hold. So nope, no playtest data yet.</p><p></p><p>That said, I'm not too concerned about the two attacks thing, having designed all my character classes with that as a central presumption. The issues are more figuring out where to adjust everything I'm less committed to around that decision.</p><p></p><p>How I'm going to adjust monsters is the biggest question mark. Provisionally I settled on having monsters on individual initiative who would not otherwise have multiattack make two attacks (with a related CR boost), applying to monsters another rule of mine that every weapon held in a hand increases AC by 1. But I really don't know what other changes, if any, I want to make until I see how that plays.</p><p></p><p></p><p>I'm less concerned about absolute speed than about too many turns of waiting a whole round to go and then only getting to try once and fail at one thing. Early levels are, by necessity, the training wheels levels, but they don't need to feel so much like the training wheels levels. It is not conceptually harder for a player to make two attacks than one, so fewer attacks is not a sensible way to simplify early gameplay.</p><p></p><p></p><p>I actually ended up largely eliminating attack cantrips as I felt they locked the game into a presumed high magic feel, and my main goal for my game was to make the level of magic more flexible to an individual table or campaign's needs. That said, under my high magic options a bladesinger style replace one attack with a cantrip ability is available at low level in several ways.</p></blockquote><p></p>
[QUOTE="Benjamin Olson, post: 9027699, member: 6988941"] Sadly my playtesting group never quite materialized, and now I'm moving in a couple of months for a new job, so this whole project is mostly on hold. So nope, no playtest data yet. That said, I'm not too concerned about the two attacks thing, having designed all my character classes with that as a central presumption. The issues are more figuring out where to adjust everything I'm less committed to around that decision. How I'm going to adjust monsters is the biggest question mark. Provisionally I settled on having monsters on individual initiative who would not otherwise have multiattack make two attacks (with a related CR boost), applying to monsters another rule of mine that every weapon held in a hand increases AC by 1. But I really don't know what other changes, if any, I want to make until I see how that plays. I'm less concerned about absolute speed than about too many turns of waiting a whole round to go and then only getting to try once and fail at one thing. Early levels are, by necessity, the training wheels levels, but they don't need to feel so much like the training wheels levels. It is not conceptually harder for a player to make two attacks than one, so fewer attacks is not a sensible way to simplify early gameplay. I actually ended up largely eliminating attack cantrips as I felt they locked the game into a presumed high magic feel, and my main goal for my game was to make the level of magic more flexible to an individual table or campaign's needs. That said, under my high magic options a bladesinger style replace one attack with a cantrip ability is available at low level in several ways. [/QUOTE]
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Cloner's Corner: I'm thinking of going two attacks per action at level 1.
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