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General Tabletop Discussion
*Dungeons & Dragons
Doing away with Extra Attack
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<blockquote data-quote="Xeviat" data-source="post: 7632515" data-attributes="member: 57494"><p>One of my projects has been tweaking D&D to be my perfect game. Trouble is, I love the 5E player side and I love the 4E monster side. I really liked 4E, but the amount of changes I'd need to do make it very difficult. So I've been looking at making some adjustments to 5E characters (such as putting many long rest resources onto a short rest counter).</p><p></p><p>One thing that I keep coming back to, especially with all the discussions about two-weapon fighting, is what would removing Extra Attack do to the game?</p><p></p><p>I'd like to see weapon attacks scale with character level just like cantrips do. Instead of extra attack going to most of the weapon using classes/subclasses, they'd instead get unique features to further scale their damage dealing.</p><p></p><p>Fighters could see a return of weapon specialization/mastery. Paladins could start getting their radiant damage earlier. Rangers could grow a baked in Hunter's Mark ability. Monks could keep their multiple attacks for unarmed attacks and just have a different way of scaling than the other classes. Valor Bards and Bladesinger Wizards could use a version of Warcaster. Barbarians could get a damage on miss effect.</p><p></p><p>Along with this, I would be adding in weapon maneuvers. These would be effects that you could give up weapon damage dice to perform. -1 die to attack two targets, or to add a save or slow or save or prone effect. The need for an attack roll, lower damage, and a save would balance them against basic maneuvers that are generally a single save or skill check for no damage.</p><p></p><p>But, who would rebel against not getting multiple attacks on standard characters?</p></blockquote><p></p>
[QUOTE="Xeviat, post: 7632515, member: 57494"] One of my projects has been tweaking D&D to be my perfect game. Trouble is, I love the 5E player side and I love the 4E monster side. I really liked 4E, but the amount of changes I'd need to do make it very difficult. So I've been looking at making some adjustments to 5E characters (such as putting many long rest resources onto a short rest counter). One thing that I keep coming back to, especially with all the discussions about two-weapon fighting, is what would removing Extra Attack do to the game? I'd like to see weapon attacks scale with character level just like cantrips do. Instead of extra attack going to most of the weapon using classes/subclasses, they'd instead get unique features to further scale their damage dealing. Fighters could see a return of weapon specialization/mastery. Paladins could start getting their radiant damage earlier. Rangers could grow a baked in Hunter's Mark ability. Monks could keep their multiple attacks for unarmed attacks and just have a different way of scaling than the other classes. Valor Bards and Bladesinger Wizards could use a version of Warcaster. Barbarians could get a damage on miss effect. Along with this, I would be adding in weapon maneuvers. These would be effects that you could give up weapon damage dice to perform. -1 die to attack two targets, or to add a save or slow or save or prone effect. The need for an attack roll, lower damage, and a save would balance them against basic maneuvers that are generally a single save or skill check for no damage. But, who would rebel against not getting multiple attacks on standard characters? [/QUOTE]
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