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<blockquote data-quote="Pssthpok" data-source="post: 3557842" data-attributes="member: 34725"><p>It's simple, even if my explanation isn't. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Since each 'attack' isn't necessarily a 'swing' of the weapon, iterative attacks (i.e. more attacks per round) are really just net increases to the statistical average damage a fighter puts out every round, yes? And that average is determined by their percentage chance to hit the target AC.</p><p>In a world where you want to get rid of that relationship between attack and AC, you'd have to reduce all attacks to mere damage values that happen regardless of that the target's AC might be, but are only affected by the target's damage reduction. And given that iterative attacks statistically deal less damage than the primary attack (because each iterative hits 25% less often), you could simply say that anytime a fighter makes a standard attack, he deals Damage X, such that X equals his base damage minus the target's DR; anytime he makes a full attack, he deals X, +.75X (first iterative), +.5X (second iterative), and so on.</p><p>It's not a <em>good</em> idea, per se, but it's what you'd get in a world where the relationship between attacks and AC weren't what they are.</p></blockquote><p></p>
[QUOTE="Pssthpok, post: 3557842, member: 34725"] It's simple, even if my explanation isn't. :) Since each 'attack' isn't necessarily a 'swing' of the weapon, iterative attacks (i.e. more attacks per round) are really just net increases to the statistical average damage a fighter puts out every round, yes? And that average is determined by their percentage chance to hit the target AC. In a world where you want to get rid of that relationship between attack and AC, you'd have to reduce all attacks to mere damage values that happen regardless of that the target's AC might be, but are only affected by the target's damage reduction. And given that iterative attacks statistically deal less damage than the primary attack (because each iterative hits 25% less often), you could simply say that anytime a fighter makes a standard attack, he deals Damage X, such that X equals his base damage minus the target's DR; anytime he makes a full attack, he deals X, +.75X (first iterative), +.5X (second iterative), and so on. It's not a [i]good[/i] idea, per se, but it's what you'd get in a world where the relationship between attacks and AC weren't what they are. [/QUOTE]
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