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Do we really need so many classes with Extra Attack?
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<blockquote data-quote="I'm A Banana" data-source="post: 6270807" data-attributes="member: 2067"><p>Allow me to counter-point.</p><p></p><p>I played a Thri-Kreen Ranger (with a dab of monk) in a Dark Sun 4e game for a few months. My mechanical schtick was multiple attacks -- I wanted to make as many attack rolls as possible in a round. From a very early level, I had no problem <em>filling</em> my actions with attack rolls. </p><p></p><p>First, you've got the two attacks that ranger powers offer you as a standard action.</p><p></p><p>Then, you've got extra attacks that are offered via encounter powers as a minor action (sohei flurry is an example, but there's plenty of these). Trade in your move action for another minor action, and you can pull out two of these.</p><p></p><p>Then you occasionally have "free action" sources of damage and attacks as well, and reaction abilities.</p><p></p><p>And as a ranger, you have access to a lot of powers that let you move your speed in addition to those two attacks.</p><p></p><p>Aaaaand an action point about once every other encounter. </p><p></p><p>Over time, my expanding pool of powers just gave me MORE minor-action-attack-rolls-as-encounter-powers, and so extended the number of rounds I could continue to dish out 3+ attacks in a round.</p><p></p><p>She croaked circa level 12, but lasted long enough that her multiple attacks were becoming (a) a slight headache to keep track of (lots of rounds I'd forget a power I could've used), and (b) a slight headache for the rest of the party, since her turn ate up a lot of time, spending all her actions for attacks. </p><p></p><p>"Four attacks every round" is what I wanted when I went in, but I was having rounds where I could launch 5 or 6 separate attacks, while moving up to twice my speed. </p><p></p><p>This was a big success in my mind, since that's the kind of character I wanted to play, and 4e definitely didn't make it simple or straightforward, but it also didn't prevent it by "making the standard action very valuable."</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6270807, member: 2067"] Allow me to counter-point. I played a Thri-Kreen Ranger (with a dab of monk) in a Dark Sun 4e game for a few months. My mechanical schtick was multiple attacks -- I wanted to make as many attack rolls as possible in a round. From a very early level, I had no problem [I]filling[/I] my actions with attack rolls. First, you've got the two attacks that ranger powers offer you as a standard action. Then, you've got extra attacks that are offered via encounter powers as a minor action (sohei flurry is an example, but there's plenty of these). Trade in your move action for another minor action, and you can pull out two of these. Then you occasionally have "free action" sources of damage and attacks as well, and reaction abilities. And as a ranger, you have access to a lot of powers that let you move your speed in addition to those two attacks. Aaaaand an action point about once every other encounter. Over time, my expanding pool of powers just gave me MORE minor-action-attack-rolls-as-encounter-powers, and so extended the number of rounds I could continue to dish out 3+ attacks in a round. She croaked circa level 12, but lasted long enough that her multiple attacks were becoming (a) a slight headache to keep track of (lots of rounds I'd forget a power I could've used), and (b) a slight headache for the rest of the party, since her turn ate up a lot of time, spending all her actions for attacks. "Four attacks every round" is what I wanted when I went in, but I was having rounds where I could launch 5 or 6 separate attacks, while moving up to twice my speed. This was a big success in my mind, since that's the kind of character I wanted to play, and 4e definitely didn't make it simple or straightforward, but it also didn't prevent it by "making the standard action very valuable." [/QUOTE]
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Do we really need so many classes with Extra Attack?
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