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Doing away with Extra Attack
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<blockquote data-quote="Blue" data-source="post: 7632581" data-attributes="member: 20564"><p>13th Age and 5e D&D share a lot of DNA and design philosophy. Let em tell you how they did it, with some context, so we can work how it could be implemented in 5e.</p><p></p><p>13th Age had no general extra attack. There was a few class talent that let you sometimes get a second attack, but they were the exception.</p><p></p><p>Instead weapon damage increase by level and tier. 13th Age is a 10 level game with 3 tiers of play. You would roll [lvl]dX, adding in your STR or DEX once per tier.</p><p></p><p>So a 2nd level (tier 1) character with a d8 weapon did 2d8+STR. The same character at 8th (tier 3) would do 8d8+(3*STR). </p><p></p><p>Two handed weapons were usually d10s, since the bigger die would get multiplied more.</p><p>Two weapon fighting without a feature to support it was literally "if you rolled a natural 2, you got an attack with your off hand". This base option didn't have any requirement of using "light" weapons so there was no damage penalty for using it, just not carrying a shield (which was only +1 AC in 13th Age).</p><p>WITH a class feature, it was that you could drop your damage die by 1 (so -Level damage on average), and get a second attack if you natural attack roll was even. 13th Age did a lot with Natural Attack rolls instead of rolling a separate die, this was pretty standard for that game.</p><p></p><p>Damage (from all sources) and HPs are both higher in 13th Age than 5e, so you couldn't add this directly even if it wasn't for the difference in number of levels.</p><p></p><p>Let's think about this with 5e. One part that can't be forgotton is that 5e, like many D&D editions, that bonuses are a significant part of the total damage, not just a small add. Ability score will be able the same as your base die, and there all all sorts of adds - dueling style, barbarian rage, hex/hunter's mark, etc. So just multiplying the dice - say adding another die when you would get extra attack - won't keep up. Also because some of these are dice and some are static we can't even have dice increase on Extra Attack and bonuses increase by tier.</p><p></p><p>5e also introduces the issue of once per turn damage, with Sneak Attack being the most obvious but the Cleric also gets it at 8th. Removing chances to hit from taking out multiple attacks would also make a big difference in those that we would need to address.</p><p></p><p>Hmm, this looks like 5e has too many exceptions and complexities hung off hitting to be able to cleanly do it like 13th Age does. I'll leave this here in case it inspires someone.</p></blockquote><p></p>
[QUOTE="Blue, post: 7632581, member: 20564"] 13th Age and 5e D&D share a lot of DNA and design philosophy. Let em tell you how they did it, with some context, so we can work how it could be implemented in 5e. 13th Age had no general extra attack. There was a few class talent that let you sometimes get a second attack, but they were the exception. Instead weapon damage increase by level and tier. 13th Age is a 10 level game with 3 tiers of play. You would roll [lvl]dX, adding in your STR or DEX once per tier. So a 2nd level (tier 1) character with a d8 weapon did 2d8+STR. The same character at 8th (tier 3) would do 8d8+(3*STR). Two handed weapons were usually d10s, since the bigger die would get multiplied more. Two weapon fighting without a feature to support it was literally "if you rolled a natural 2, you got an attack with your off hand". This base option didn't have any requirement of using "light" weapons so there was no damage penalty for using it, just not carrying a shield (which was only +1 AC in 13th Age). WITH a class feature, it was that you could drop your damage die by 1 (so -Level damage on average), and get a second attack if you natural attack roll was even. 13th Age did a lot with Natural Attack rolls instead of rolling a separate die, this was pretty standard for that game. Damage (from all sources) and HPs are both higher in 13th Age than 5e, so you couldn't add this directly even if it wasn't for the difference in number of levels. Let's think about this with 5e. One part that can't be forgotton is that 5e, like many D&D editions, that bonuses are a significant part of the total damage, not just a small add. Ability score will be able the same as your base die, and there all all sorts of adds - dueling style, barbarian rage, hex/hunter's mark, etc. So just multiplying the dice - say adding another die when you would get extra attack - won't keep up. Also because some of these are dice and some are static we can't even have dice increase on Extra Attack and bonuses increase by tier. 5e also introduces the issue of once per turn damage, with Sneak Attack being the most obvious but the Cleric also gets it at 8th. Removing chances to hit from taking out multiple attacks would also make a big difference in those that we would need to address. Hmm, this looks like 5e has too many exceptions and complexities hung off hitting to be able to cleanly do it like 13th Age does. I'll leave this here in case it inspires someone. [/QUOTE]
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