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Fixing iterative, unarmed, and natural attacks?
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<blockquote data-quote="Matrixryu" data-source="post: 4871887" data-attributes="member: 84553"><p>Out of the entire dnd 3.5 system, there's really one core mechanic that I don't like: the way attacks are handled. The entire system is just messy, and I'm wondering if anyone has ever tried making custom rules to reorganize things? Or do you think I'm just being silly? lol.</p><p></p><p>Calculating 4 different attacks for a fighter when he has an attack of 21/16/11/6 .... now, I haven't actually gotten a game to epic levels yet, but this is so absurd that I can understand why they took away iterative attacks in 4.0. Plus, why does this only happen when you're using weapons or unarmed attacks?</p><p></p><p>Then there's the way unarmed and natural attacks work. I can kind of understand saying that a monk fights differently from, let's say, a vampire. Even though they both generally use their fists, monks are thought to have various fancy kicks, elbows, and other attacks thrown in. However, things just get stupid when you have a character with both unarmed and natural attacks. Why Would a lizardman monk at high levels get +16/+16/+16/+11/+6 with his unarmed attacks, then get two random +11 claw attacks tacked on? Wouldn't a lizardman USE his claws as part of his main unarmed combat style? Heck, why does having claws magically let him get 2 extra attacks for free?</p><p></p><p>So yea, I'm wondering if any systems that fix at least one of these issues has been produced?</p><p></p><p>For the iterative attacks, there's the possiblity of mimicing how (I think) 4.0 works and eliminate them in favor of requiring feats to get them. However, the balance in 4.0 is completely different, so I don't think this would work. Feats are already rare enough in 3.5 after all.</p><p></p><p>As for the natural/unarmed attacks, I was thinking a possible fix would be replacing unarmed attacks with slam attacks mechanically, so that monks are basically people who take their race's best natural attacks (slams for humans, claws for lizardmen) and slowly enhances them over time. Of course, this would only work properly if iterative attacks were eliminated, otherwise you would either have to horribly nerf monks by taking away their iterative attacks...or you would make epic monsters scary by giving their primary natural attacks iterative attacks based on their BAB.</p><p></p><p>The problem of course is that if these changes weren't made carefully, the entire 3.5 system would have to be rebalanced...</p></blockquote><p></p>
[QUOTE="Matrixryu, post: 4871887, member: 84553"] Out of the entire dnd 3.5 system, there's really one core mechanic that I don't like: the way attacks are handled. The entire system is just messy, and I'm wondering if anyone has ever tried making custom rules to reorganize things? Or do you think I'm just being silly? lol. Calculating 4 different attacks for a fighter when he has an attack of 21/16/11/6 .... now, I haven't actually gotten a game to epic levels yet, but this is so absurd that I can understand why they took away iterative attacks in 4.0. Plus, why does this only happen when you're using weapons or unarmed attacks? Then there's the way unarmed and natural attacks work. I can kind of understand saying that a monk fights differently from, let's say, a vampire. Even though they both generally use their fists, monks are thought to have various fancy kicks, elbows, and other attacks thrown in. However, things just get stupid when you have a character with both unarmed and natural attacks. Why Would a lizardman monk at high levels get +16/+16/+16/+11/+6 with his unarmed attacks, then get two random +11 claw attacks tacked on? Wouldn't a lizardman USE his claws as part of his main unarmed combat style? Heck, why does having claws magically let him get 2 extra attacks for free? So yea, I'm wondering if any systems that fix at least one of these issues has been produced? For the iterative attacks, there's the possiblity of mimicing how (I think) 4.0 works and eliminate them in favor of requiring feats to get them. However, the balance in 4.0 is completely different, so I don't think this would work. Feats are already rare enough in 3.5 after all. As for the natural/unarmed attacks, I was thinking a possible fix would be replacing unarmed attacks with slam attacks mechanically, so that monks are basically people who take their race's best natural attacks (slams for humans, claws for lizardmen) and slowly enhances them over time. Of course, this would only work properly if iterative attacks were eliminated, otherwise you would either have to horribly nerf monks by taking away their iterative attacks...or you would make epic monsters scary by giving their primary natural attacks iterative attacks based on their BAB. The problem of course is that if these changes weren't made carefully, the entire 3.5 system would have to be rebalanced... [/QUOTE]
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Fixing iterative, unarmed, and natural attacks?
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