WarDragon said:1. You're not actually making any more attacks at higher levels in the span of 6 seconds (unless you're a monk or using a speed weapon). Just that more of them have a snowball's chance in hell of connecting.
WarDragon said:2. You're wrong.
WarDragon said:And I have no idea what you were trying to communicate in the second paragraph.
Except.... it doesn't, in D&D. Even with the change you proposed.Upper_Krust said:Its the difference between making a knockout punch and throwing a succession of jabs. Taking your time to weigh an opponent up and make a measured assault should result in a more telling blow.
Why not just make a feat that lets people sacrifice attacks to increase the damage of their main one? It accomplishes what you want, without screwing fighter-types over even more than WotC does, which is the only net effect of dropping iterative attacks altogether.What you could legitamately argue is that such tactics are probably more strength based than skill based, but the simple fact of the matter is that in D&D, strength parallels skill by giving a bonus to hit, and reducing damage to make multiple attacks* is possibly too alien a concept...although it might be worth looking into the more I think about it.
*Which we are indirectly doing anyway via reducing the opportunity for Power Attack.
We'll have to agree to disagree in this case. But regardless, clunkiness is the lesser of two evils here; how is a little bit of simple math so much worse than cutting melee damage output by anywhere up to half?Staggered iterative attacks IS more clunky than what I propose. Now you can say well the difference isn't that great - fair enough, but THERE IS a difference. Ergo it IS more clunky and I'm right - you're wrong.![]()
Why is clunkyness a mechanical reason to get rid of something?Upper_Krust said:Staggered iterative attacks IS more clunky than what I propose. Now you can say well the difference isn't that great - fair enough, but THERE IS a difference. Ergo it IS more clunky and I'm right - you're wrong.![]()
WarDragon said:Except.... it doesn't, in D&D. Even with the change you proposed.
WarDragon said:Why not just make a feat that lets people sacrifice attacks to increase the damage of their main one? It accomplishes what you want, without screwing fighter-types over even more than WotC does, which is the only net effect of dropping iterative attacks altogether.
WarDragon said:We'll have to agree to disagree in this case. But regardless, clunkiness is the lesser of two evils here; how is a little bit of simple math so much worse than cutting melee damage output by anywhere up to half?