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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Do full attacks have no place in 4e?
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<blockquote data-quote="Regicide" data-source="post: 4819939" data-attributes="member: 67552"><p>You're making the drastic assumption that a) the player is smart enough to actually start thinking of their turn before it comes around, and b) the battlefield is static enough that they can.</p><p> </p><p></p><p> </p><p> Hardly. Full attack is completely pointless for nearly anyone below level 6 with the notable exception of the monk. So right there the majority of characters gain nothing from it.</p><p></p><p> Any BoNS melee will almost never do full attack.</p><p></p><p> The few other melee classes WILL charge optimize as it means... 1, maybe 2 feats they wouldn't already be guaranteed to take. Rhino's rush is so good for paladin they love charging assuming they're not mounted and doing spirited + ride by with a lance.</p><p> </p><p> The main reason to want to do full attack is haste. If you're a pure melee and you're getting haste often, then build your character so you can stay in combat. Lord knows a spiked chain wielding fighter with permanency on an enlarge spell with improved trip is NOT lacking for chances to take full attack unless the opponent can teleport or cast walls every round or has a decent tumble. The 40 foot chunk of the battlefield that he commands is pretty effective.</p><p></p><p> </p><p> </p><p> My party has not met a single one that doesn't have multiple attacks in the last 3 to 5 modules, with most of them having 5 attacks a round using multi-attack feat so they have excellent to-hits. All the party deaths have been because they've ended their turn beside a monster with 3+ attacks and the power attack feat and often the improved critical feat.</p><p></p><p> Bite, claw + free trip, claw + free trip, wing, wing, possible tail, optional quickened breath weapon VS. Bite + option quickened breath.</p></blockquote><p></p>
[QUOTE="Regicide, post: 4819939, member: 67552"] You're making the drastic assumption that a) the player is smart enough to actually start thinking of their turn before it comes around, and b) the battlefield is static enough that they can. Hardly. Full attack is completely pointless for nearly anyone below level 6 with the notable exception of the monk. So right there the majority of characters gain nothing from it. Any BoNS melee will almost never do full attack. The few other melee classes WILL charge optimize as it means... 1, maybe 2 feats they wouldn't already be guaranteed to take. Rhino's rush is so good for paladin they love charging assuming they're not mounted and doing spirited + ride by with a lance. The main reason to want to do full attack is haste. If you're a pure melee and you're getting haste often, then build your character so you can stay in combat. Lord knows a spiked chain wielding fighter with permanency on an enlarge spell with improved trip is NOT lacking for chances to take full attack unless the opponent can teleport or cast walls every round or has a decent tumble. The 40 foot chunk of the battlefield that he commands is pretty effective. My party has not met a single one that doesn't have multiple attacks in the last 3 to 5 modules, with most of them having 5 attacks a round using multi-attack feat so they have excellent to-hits. All the party deaths have been because they've ended their turn beside a monster with 3+ attacks and the power attack feat and often the improved critical feat. Bite, claw + free trip, claw + free trip, wing, wing, possible tail, optional quickened breath weapon VS. Bite + option quickened breath. [/QUOTE]
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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Do full attacks have no place in 4e?
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