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D&D Blog. Should Fighters get multiple attacks?
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<blockquote data-quote="Crazy Jerome" data-source="post: 5823213" data-attributes="member: 54877"><p>Another kludge that might work, though someone would need to make it a lot more elegant than this:</p><p> </p><p><strong>Multiple "attacks"</strong></p><p> </p><p>Any character with multiple attacks can still only make one attack roll against a given opponent per round. However, you may give up one or more extra "attacks" to increase damage in some other single attack.</p><p> </p><p>Then you set that damage increase as a flat amount based on level, class, and maybe a few other things that are kept carefully under control. (That is, if you sharply govern Str mods, you could include the Str mod to damage. If you don't so govern, because of spiraling stat bonuses from level, magic items, buff spells, etc., then don't include it here.)</p><p> </p><p></p><p>As more complicated options to this basic, balanced model, you might then also allow things such as:</p><ul> <li data-xf-list-type="ul">Attacks used for increased damage can also be used for miss rolls. That is, roll 2d20, and if <strong>either</strong> roll hits, you get basic damage + bonus damage for one extra attack.</li> <li data-xf-list-type="ul">Other things you can do to the targets besides increase damage--this is how you activate martial effects such as disarm attempts, trips, shield pushes, etc.</li> </ul><p>At that point, the bonus to damage just becomes another option in the list.</p><p> </p><p>For example, we have a 4th level fighter with a battle axe and 18 Str. He hits with, say, a +7 (in a slowly scaling game), for 1d8+4, having two attacks, and can forgo an attack for +3 damage to the other one. He can try to hit two guys for that base damage. Or only having one opponent (or really needing to get one opponent down), he can concentrate by rolling once at the usual bonus, for 1d8+7. Whether he wants to flavor this attack as a big windup or several jabs, is up to him.</p><p> </p><p>Using the optional rules, he has two shots to land that 1d8+7 on a single target, or he can stick with 1d8+4 and try for some other effect. But on average, if targets are handy and not about to die, he is often better off smacking two different monsters.</p><p> </p><p>Contrawise, the "ultra simple" option is that you ban those extra attacks and just tack on the expected damage modifier, which gets used all the time. This is something you might do for a new player or one that doesn't want to fool with those kind of decisions. </p><p> </p><p>Note, there should be no multiplicative effects in how this is managed. For example, a character with 3 attacks cannot trade in 1 attack for a flat bonus to both of the other ones. He can trade in 1 attack for a flat bonus to one of the other ones, then use the last attack to go after some other monster (or tack on even more damage to the first attack or go for a trip or whatever options are allowed at that table).</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5823213, member: 54877"] Another kludge that might work, though someone would need to make it a lot more elegant than this: [B]Multiple "attacks"[/B] Any character with multiple attacks can still only make one attack roll against a given opponent per round. However, you may give up one or more extra "attacks" to increase damage in some other single attack. Then you set that damage increase as a flat amount based on level, class, and maybe a few other things that are kept carefully under control. (That is, if you sharply govern Str mods, you could include the Str mod to damage. If you don't so govern, because of spiraling stat bonuses from level, magic items, buff spells, etc., then don't include it here.) As more complicated options to this basic, balanced model, you might then also allow things such as: [LIST] [*]Attacks used for increased damage can also be used for miss rolls. That is, roll 2d20, and if [B]either[/B] roll hits, you get basic damage + bonus damage for one extra attack. [*]Other things you can do to the targets besides increase damage--this is how you activate martial effects such as disarm attempts, trips, shield pushes, etc. [/LIST]At that point, the bonus to damage just becomes another option in the list. For example, we have a 4th level fighter with a battle axe and 18 Str. He hits with, say, a +7 (in a slowly scaling game), for 1d8+4, having two attacks, and can forgo an attack for +3 damage to the other one. He can try to hit two guys for that base damage. Or only having one opponent (or really needing to get one opponent down), he can concentrate by rolling once at the usual bonus, for 1d8+7. Whether he wants to flavor this attack as a big windup or several jabs, is up to him. Using the optional rules, he has two shots to land that 1d8+7 on a single target, or he can stick with 1d8+4 and try for some other effect. But on average, if targets are handy and not about to die, he is often better off smacking two different monsters. Contrawise, the "ultra simple" option is that you ban those extra attacks and just tack on the expected damage modifier, which gets used all the time. This is something you might do for a new player or one that doesn't want to fool with those kind of decisions. Note, there should be no multiplicative effects in how this is managed. For example, a character with 3 attacks cannot trade in 1 attack for a flat bonus to both of the other ones. He can trade in 1 attack for a flat bonus to one of the other ones, then use the last attack to go after some other monster (or tack on even more damage to the first attack or go for a trip or whatever options are allowed at that table). [/QUOTE]
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