Yay, you came back Hawken

Yea, this place does seem kinda dead...unfortionately I bet most 3.5 forums are like this right now.
I get that the SW Saga rules are designed for everybody to normally have 1 attack, but it wouldn't be too much of a stretch to change it for D&D either. The game revolves around 1 attack per character doing a baseline of d6 damage plus modifiers. To compensate for wizards and clerics getting "nukes", rogues get sneak attack and fighters get multiple attacks. Yes, rogues and clerics can get multiple attacks, but if a cleric is going melee, he's not making the most of his spells and if a rogue does, his extra attack is offset by his BAB being lower than the fighter.
Yea, and honestly I think I like the saga edition version better. It is just that it might be hard to get those rules working while making all the classes still do as much damage as they were supposed to, hmm.
I guess I'm trying to do things the hard way: getting the game's attacks to work in a simple and logical manner while not having to worry about changing the difficulty of the game, haha.
Everything seems pretty fair until you get near epic levels where the fighter can make 4 primary attacks, 4 off hand attacks (with perfect two weapon fighting), get an extra attack from a Haste/Speed effect, and maybe an extra attack from a Frenzy, and then Dervish lets you double all of that--so, 18-20 attacks in a round is pretty damn silly.
But at the same time, if you limit extra attacks to one extra at +6 BAB, you leave little to no incentive to continue advancing in the fighting classes unless you are just feat hungry. I say cap the number of attacks at 4--period. No more than that regardless of whatever feat, class ability, spell or whatever is in effect. So, a fighter can get 4 attacks at BAB 16, a rogue won't get up to BAB 16, but with two weapon fighting, he could get two primary and two off hand attacks. And I would treat unarmed attacks in the same manner as armed attacks.
Wow, 18-20 attacks in a round is nuts, I would never allow a player to do that XD
The thing is, isn't it true that the attacks you get at BAB +11 and +16 are pretty much worthless except for killing very weak creatures and hoping that you get a random 20 when rolling them against strong ones? The first bonus attack is probably the most important one, I wouldn't miss not having the final one honestly
Limiting a character to 4 attacks a round kinda makes sense, though I worry that it would make a lot of feats suddenly become worthless and
limits a character's options a bit.
A few solutions I was looking at were giving characters an extra attack at BAB 6, then give them something they would still want at BAB 11 and 16. Like one version was giving the equivalent of flurry of blows at BAB 6, and 11 and 16 decrease the penalties for using it.
Another idea was giving the normal extra attack at -5 at BAB 6, and then giving a bonus to damage to the first attack at 11 and the second at 16. Unfortunately, this version has scaling problems with sneak attack if you give just flat bonuses (such as doubling base weapon damage). I did some calcuations and found that a flat 50% bonus to damage for a 0/-5 attack round does almost the exact same damage as a 0/-5/-10/-15 attack routine, even with sneak attacks, but I'm not sure that I want to have to calculate 50% damage done, lol.
The -2/-2 , -1/-1, then 0/0 at BAB 16 routine was much simpler. I would just apply those penalties to any other attacks the character made as well (such as from 2 weapon fighting) to encourage them to aim for BAB 16, lol.
For natural weapon attacks, sure, their BAB can go up, but no extra attacks. Instead, damage increases. A 5hd brown bear gets two claw attacks, and a 20hd dire bear gets 2 claw attacks. The difference lies in the damage. The brown bear may get 1d6 for his claw attacks, but the dire bear could get 4d6 (increasing the number of damage die by 1 per extra attack they would have received--at 6th, 11th and 16th). This may seem unfair when you consider that monsters may also get a bite, tail slap or whatever else, and even a Rake attack (2 rear claws). So, yeah, against a single person the damage can be devastating, but PCs rarely fight monsters solo. The monster has some good damage, but a limited number of attacks, and is typically fighting multiple opponents, each as individually tough as the monster itself.
And for those with iterative attacks, they could increase damage as well. Lets say a fighter gets 4 attacks, but doesn't want to make four attacks that may or may not hit, he wants one good attack. So, he adds 1d6 damage per extra attack he would have made! You could change this to 1 extra die of the weapons damage or whatever.
Yea, increasing damage for monsters is definately something I'm trying to look into. I think I would have the damage increase be only based on BAB from character levels though, that way I can leave all the monsters in the monster manual alone, haha. Even when you increase their hit dice in the MM, their size usually increases and automatically increases their damage.
Hmmm, maybe.....maybe with character levels, the damage could go up at a rate which depends on how many natural attacks the creature has? That would fix it. Say, it's BAB from char levels has to go up by +2 for every natural attack the creature has or something?
Of course, that would have to be an alternative to itteritive attacks, lol. Another possiblity is instead of giving creatures flat bonuses, you can give them an improved natural attack or simmilar bonus feat for their natural attacks every time that they would normally gain itteritive attacks.
Or you could limit it to a maximum of 2 attacks per round instead of 4. And limit natural attacks to the same number. Personally, I think its silly that in the span of 5-6 seconds that a dragon is fast and coordinated enough for the claw/claw/bite routine, plus wing buffet plus tail slap. If everyone was limited to 2 attacks per round, I think that would solve the problem quite nicely. Then you could tweak either damage or even AC to balance out the reduced number of attacks.
Lol, that's another thing that always bothered me: that creatures with natural attacks got to use them freely with no limits. Technically speaking, they should be alternating between each kind of attack.
Simply limiting their attacks is possible, but I would leave this alone unless there was some kind of simple template I could apply to all creatures to fix the problem. Hmmm.
Blah, a lot of good ideas being throw around, but no perfect solution in sight since the best thing would be a way to change attacks without having to rebalance the entire game. I wish wizards had thought out all this attack stuff. They should have realized it would get rediculous XD.
Well, maybe I'm trying to get things too perfect. I'll have to come up with theories based on the stuff you just said Hawken. Doing something like directly placing a limit on the number of attacks sure would be game changing though, lol XD