Falling Icicle
Adventurer
Not only do I think extra attacks should stay, I think that all "martial" classes (i.e. barbarian, paladin, ranger) should get the same number as fighters.
I think the best way to handle extra attacks is this:
Classes would be divided into three categories: warriors, half-warriors and non-warriors (they can rename them whatever they want, I'm just using this as an example). Warriors (i.e. barbarians, fighters, etc) get extra attacks at levels 5, 11 and 20. Half-warriors (i.e. clerics, rogues, etc.) get an extra attack at level 8. Non-warriors (i.e. sorcerers, wizards, etc.) never get extra attacks.
For multiclassing, you simply add the "warrior" levels together. Levels in half-warrior classes are divided in half before being added. Levels in non-warrior classes aren't added at all. For example, a fighter4/rogue 2 would have 1 extra attack, since his "warrior" level is 5. Assuming he continues to gain levels in rogue only, he'd gain a third attack at level 18 (ftr4/rog14, warrior level: 4+7=11).
Yeah, if you gave only fighters extra attacks, the other classes would need a thing to help them keep pace.
But what would be the goal of removing extra attacks? What do we gain from that?
I think Extra Attacks are way too unbalancing. They screw up the game's action economy.
4e did a pretty good job steering clear of them. 5e should do so as well.
I'm not sure they really need a compensation, that would assume the current versions are already balanced which I'm not sure. Anyway there are infinite possible features that can be used as a compensation.
The benefits I mentioned include making the Extra Attack feature unique to Fighters, thus increasing the attractiveness of the class, and simplifying combat, although to be honest with max 2 attacks per round (except Fighters) it's not really too complicated for my tastes (it's already much much better than the 3e iterative attacks: less attacks but more reliable).
How are they unbalancing? And secondly I played 4e - a dwarvern fighter. By mid to high levels I had had enough of the spellcasters having interesting multi-affecting target actions, the avenger with his twin die rolls while I missed with my one attack and waited another 20 minutes before I could miss again. No thanx!
Give the fighters their due.
I'm not sure they really need a compensation, that would assume the current versions are already balanced which I'm not sure. Anyway there are infinite possible features that can be used as a compensation.
Not even close. The math is about the same for a barbarian as for a great weapon fighter. If you want to use barbarian rage to substitute for the benefits of Extra Attack, rage needs to go from +2 damage at 4th level to +15 damage at 5th. If you prefer to do it with bonus damage dice, 3d8 would be about right.So what I'd recommend is rolling the damage from an extra attack into the other class's big mechanical tricks. So maybe the Barbarian's rage adds EVEN MORE damage, and the Rangers TWF perhaps deals MORE DAMAGE if both attacks hit.
How much damage is kind of an open question, since the maths weren't locked down when we saw the last playtest doc, but you could probably chuck a d6 or a d8 into that and be fine.