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Dex for extra attacks
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<blockquote data-quote="marli" data-source="post: 5228068" data-attributes="member: 86402"><p>I want to make a way so that players get extra attacks from thier dex bonus, in exchange nobody gets dex modifiers to damage and/or attack from range weapons.(this is for balance)</p><p></p><p>I am really struggling to emplment this without increasing the complexity but heres what ive come up with.</p><p></p><p>at the end of a players turn</p><p>they roll D20, get under thier dex mod they get an extra turn.(this is problimatic if characters have minus mods)</p><p>OR</p><p>the player adds thier dex modifior to an "extra turn" stat. if that stat reaches 20(just a number ive picked) it resets and they get an extra turn..or 7 and they get an extra action.(works with minuses, players skip a turn or drop an action at -20/-7)</p><p></p><p>another even more complex option is at the end of the turn all player move up the order by thier dex mod, if this move moves them "over the top" they get an extra turn.</p><p>this has the advantage of changing the turn order every turn.(minuses apply an approperate "under the buttom" rule)it is however a bit of a problem with low character encounters.</p><p></p><p>extra turns can be taken any time before the end of the turn,effectively interupting another chracter.</p><p></p><p>I want to give battles a realistic feel, with player not being able expect who will react next, fast characters out manovering lumbering characters.</p><p>a ninja drops in stabs a player, scuttles away, as the lumbering knight downs him, another warrior challanges him. every time it seems the knights power is driving the warrior back the warroir seems to find a extra opening evening the battle...</p><p></p><p>I also may offer players the chance to skip actions to gain traction on the extra turn track(drop you minor, gain 2 , move 3, standard 6)?? or a mod on rolls.</p><p></p><p>any ideas or critisisms welcome.</p><p>especilly if you can find a more simplisic way to empliment.</p><p></p><p>Please keep in mind I may not use this for 4e.</p></blockquote><p></p>
[QUOTE="marli, post: 5228068, member: 86402"] I want to make a way so that players get extra attacks from thier dex bonus, in exchange nobody gets dex modifiers to damage and/or attack from range weapons.(this is for balance) I am really struggling to emplment this without increasing the complexity but heres what ive come up with. at the end of a players turn they roll D20, get under thier dex mod they get an extra turn.(this is problimatic if characters have minus mods) OR the player adds thier dex modifior to an "extra turn" stat. if that stat reaches 20(just a number ive picked) it resets and they get an extra turn..or 7 and they get an extra action.(works with minuses, players skip a turn or drop an action at -20/-7) another even more complex option is at the end of the turn all player move up the order by thier dex mod, if this move moves them "over the top" they get an extra turn. this has the advantage of changing the turn order every turn.(minuses apply an approperate "under the buttom" rule)it is however a bit of a problem with low character encounters. extra turns can be taken any time before the end of the turn,effectively interupting another chracter. I want to give battles a realistic feel, with player not being able expect who will react next, fast characters out manovering lumbering characters. a ninja drops in stabs a player, scuttles away, as the lumbering knight downs him, another warrior challanges him. every time it seems the knights power is driving the warrior back the warroir seems to find a extra opening evening the battle... I also may offer players the chance to skip actions to gain traction on the extra turn track(drop you minor, gain 2 , move 3, standard 6)?? or a mod on rolls. any ideas or critisisms welcome. especilly if you can find a more simplisic way to empliment. Please keep in mind I may not use this for 4e. [/QUOTE]
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