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Did The Complete Fighter's Handbook kill "Zero to Hero"?
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<blockquote data-quote="Willie the Duck" data-source="post: 9502262" data-attributes="member: 6799660"><p>Thanks. I think I double-added the +1/2. </p><p>I don't know that the extra +2/+1 for double specialization really sells me on it being much more benefit. It seems like the minor nickel and dime bonuses most of the Complete Fighter fighting styles granted. </p><p></p><p>Extra attacks (however they are acquired) seem to have more benefit, as they each compound the benefit the pluses from +1-5 weapons and 18/## or greater strength (natural, or through magic items) gave. </p><p></p><p>In oD&D and BX, when Clerics and Magic users were still getting new (more powerful) spell levels, fighters were still rocking around with a single attack per round*. AD&D changed that, and then UA and 2E slowly incremented it up (with specialization and easier 2wf). <em>To note: BX suggested extra attacks at 15, 20 and 25 in the section covering levels outside it's fully-covered range. BECMI added the smash ability (1 attack a round at -4, but add level to damage) or extra attacks at 12, 24 and 36, but only on foes you only missed on a roll of 1.</em></p><p><span style="font-size: 10px">*thieves as well, but let's be honest that's too big a problem to address as a sub-topic in this thread.</span></p><p></p><p>Again, I don't really thing the +1s and 2s are the big thing. It is the extra attacks. Magic bows could do quite well. Darts suffered once you started needing a bandoleer of +X darts to hit the opponents you were facing.</p><p></p><p>Yes, exceptional strength (natural, or magic item granted) was the real key to fighter excellence, but the benefits of that are compounded by extra attacks.</p></blockquote><p></p>
[QUOTE="Willie the Duck, post: 9502262, member: 6799660"] Thanks. I think I double-added the +1/2. I don't know that the extra +2/+1 for double specialization really sells me on it being much more benefit. It seems like the minor nickel and dime bonuses most of the Complete Fighter fighting styles granted. Extra attacks (however they are acquired) seem to have more benefit, as they each compound the benefit the pluses from +1-5 weapons and 18/## or greater strength (natural, or through magic items) gave. In oD&D and BX, when Clerics and Magic users were still getting new (more powerful) spell levels, fighters were still rocking around with a single attack per round*. AD&D changed that, and then UA and 2E slowly incremented it up (with specialization and easier 2wf). [I]To note: BX suggested extra attacks at 15, 20 and 25 in the section covering levels outside it's fully-covered range. BECMI added the smash ability (1 attack a round at -4, but add level to damage) or extra attacks at 12, 24 and 36, but only on foes you only missed on a roll of 1.[/I] [SIZE=2]*thieves as well, but let's be honest that's too big a problem to address as a sub-topic in this thread.[/SIZE] Again, I don't really thing the +1s and 2s are the big thing. It is the extra attacks. Magic bows could do quite well. Darts suffered once you started needing a bandoleer of +X darts to hit the opponents you were facing. Yes, exceptional strength (natural, or magic item granted) was the real key to fighter excellence, but the benefits of that are compounded by extra attacks. [/QUOTE]
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Did The Complete Fighter's Handbook kill "Zero to Hero"?
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