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D&D Blog. Should Fighters get multiple attacks?
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<blockquote data-quote="Chris_Nightwing" data-source="post: 5822761" data-attributes="member: 882"><p>I think the poll results and posts here are very interesting.</p><p>I think most people would like Fighters (or those good with weapons) to be able to do more as they level up, but the implementation needs to be quick, simple and not abusable. Without taking the <em>Moon on a Stick</em> feat, this might be difficult, but here are some suggestions:</p><p></p><p>Have damage increase with level, after all, multiple attacks are to enable more damage.</p><p>Rather than introduce sudden jumps by allowing extra attacks, go for a reroll-if-you-miss design. Two weapons gives this advantage immediately.</p><p>Avoid opposed rolls, but have a shield let you defend one attack a round this way (after you know it has otherwise hit you).</p><p>Big weapons obviously do more damage.</p><p></p><p>For those who want to attack multiple opponents, I think that of all the Fighter 'powers' from 4e, stances were both thematically and strategically <em>the best</em>. Daily powers for non-magical characters always seemed forced, Encounter powers less so (they require exertion and a short rest lets you recover - I'd definitely favour a stamina mechanic akin to spontaneous casting, along the lines of having X points to burn into doing X maneuvers, or maybe some can use multiple points for more power - I've gone off topic..). Stances, yes, they were awesome and should be reemployed.</p><p>A defensive stance prevents enemies backing off from you (opportunity attacks, which should otherwise be absent..), effectively marks them all and makes allows dodging, parrying, counterattack maneuvers.</p><p>An offensive stance incentivises charging and moving further, grants damage and to hit bonuses, but enemies are free to flee and scatter, allows power attacks, cleaves, whirlwinds and those sorts of maneuvers.</p><p>From there you could envisage a raging stance, probably a default neutral stance, special gish stances etc..</p></blockquote><p></p>
[QUOTE="Chris_Nightwing, post: 5822761, member: 882"] I think the poll results and posts here are very interesting. I think most people would like Fighters (or those good with weapons) to be able to do more as they level up, but the implementation needs to be quick, simple and not abusable. Without taking the [i]Moon on a Stick[/i] feat, this might be difficult, but here are some suggestions: Have damage increase with level, after all, multiple attacks are to enable more damage. Rather than introduce sudden jumps by allowing extra attacks, go for a reroll-if-you-miss design. Two weapons gives this advantage immediately. Avoid opposed rolls, but have a shield let you defend one attack a round this way (after you know it has otherwise hit you). Big weapons obviously do more damage. For those who want to attack multiple opponents, I think that of all the Fighter 'powers' from 4e, stances were both thematically and strategically [I]the best[/I]. Daily powers for non-magical characters always seemed forced, Encounter powers less so (they require exertion and a short rest lets you recover - I'd definitely favour a stamina mechanic akin to spontaneous casting, along the lines of having X points to burn into doing X maneuvers, or maybe some can use multiple points for more power - I've gone off topic..). Stances, yes, they were awesome and should be reemployed. A defensive stance prevents enemies backing off from you (opportunity attacks, which should otherwise be absent..), effectively marks them all and makes allows dodging, parrying, counterattack maneuvers. An offensive stance incentivises charging and moving further, grants damage and to hit bonuses, but enemies are free to flee and scatter, allows power attacks, cleaves, whirlwinds and those sorts of maneuvers. From there you could envisage a raging stance, probably a default neutral stance, special gish stances etc.. [/QUOTE]
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