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D&D Blog. Should Fighters get multiple attacks?
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<blockquote data-quote="JohnSnow" data-source="post: 5823241" data-attributes="member: 32164"><p>I think it would be far better if rather than giving the fighter multiple attacks as a default, if we just raised the damage done by a single attack.</p><p></p><p>I've got a thought in my head that the damage of attacks from fighters and others who rely on them (like paladins, rogues, barbarians, rangers, and even clerics and bards) should go up roughly in proportion to the increase in hit points. If, at first level, it takes 3 average hits for one 1st-level fighter to drop another, that should remain true in a battle between the same two fighters when they're 6th-level.</p><p></p><p>Escalating damage would also mean that a higher-level fighter could easily one shot kill an opponent a certain number of levels lower. Coincidentally, that rather nicely models the Helm's Deep exploits of Legolas and Gimli.</p><p></p><p>Then if we can just balance AC so that the high-level fighter is a bit harder (but by no means impossible) to hit (and damage), we can model the situation where Conan easily mows through dozens of the king's guards, but is forced to surrender to other guards of the same skill when he's surrounded by them.</p><p></p><p>Things like Rapid Shot, Dual Attack, Great Cleave and Whirlwind Attack are cool, but should probably be the exception.</p></blockquote><p></p>
[QUOTE="JohnSnow, post: 5823241, member: 32164"] I think it would be far better if rather than giving the fighter multiple attacks as a default, if we just raised the damage done by a single attack. I've got a thought in my head that the damage of attacks from fighters and others who rely on them (like paladins, rogues, barbarians, rangers, and even clerics and bards) should go up roughly in proportion to the increase in hit points. If, at first level, it takes 3 average hits for one 1st-level fighter to drop another, that should remain true in a battle between the same two fighters when they're 6th-level. Escalating damage would also mean that a higher-level fighter could easily one shot kill an opponent a certain number of levels lower. Coincidentally, that rather nicely models the Helm's Deep exploits of Legolas and Gimli. Then if we can just balance AC so that the high-level fighter is a bit harder (but by no means impossible) to hit (and damage), we can model the situation where Conan easily mows through dozens of the king's guards, but is forced to surrender to other guards of the same skill when he's surrounded by them. Things like Rapid Shot, Dual Attack, Great Cleave and Whirlwind Attack are cool, but should probably be the exception. [/QUOTE]
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