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General Tabletop Discussion
*Pathfinder & Starfinder
Fixing iterative, unarmed, and natural attacks?
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<blockquote data-quote="Sylrae" data-source="post: 4872157" data-attributes="member: 48520"><p>Well, I've seen an iterative attack fix. <a href="http://www.enworld.org/forum/general-rpg-rules-discussion/248004-iterative-attacks.html" target="_blank">http://www.enworld.org/forum/general-rpg-rules-discussion/248004-iterative-attacks.html</a> Instead of having many attacks made at different BAB Values, they all get the same BAB values. I believe the number of attacks may have been reduced to 2, and everyone had access to them. Then, as your BAB goes up, instead of the number of attacks increasing, the quantity of the to-hit penalty decreases.</p><p></p><p>I'm inclined to agree with your assessment of the natural weapons. I'd say that natural attack monsters have proficiencies to deal with them. They have improved unarmed attack, two weapon fighting, and an ambidex feat that makes both attacks have the same BAB bonus. For monsters with multiple arms, or that have a bite as their primary weapon, their other hands would work as off-hands. Each ambidex feat could be applied to one natural weapon, to remove it's "off hand" penalty.</p><p></p><p>I'd honestly give the monsters the option of an iterative attack with their primary hand, with the attack penalty.</p><p></p><p>The trick, is that whatever you decide to give them/however you change it, you need to balance the damage. A Two Weapon fighter with these rules should be doing on average, the same damage as the old one. The old one will miss on attacks much more often, but will have more attacks. A sword & Board fighter should do slightly less but have better defenses, etc.</p><p></p><p>Another thing to consider, is that Armor doesn't usually stop the main attack. damage climbs faster than AC, and eventually, the AC is there to stop the last few iterative attacks. So Armor would have to be tweaked for this to work properly.</p><p></p><p>I do think it's a good Idea though. You just have to balance the numbers.</p></blockquote><p></p>
[QUOTE="Sylrae, post: 4872157, member: 48520"] Well, I've seen an iterative attack fix. [URL]http://www.enworld.org/forum/general-rpg-rules-discussion/248004-iterative-attacks.html[/URL] Instead of having many attacks made at different BAB Values, they all get the same BAB values. I believe the number of attacks may have been reduced to 2, and everyone had access to them. Then, as your BAB goes up, instead of the number of attacks increasing, the quantity of the to-hit penalty decreases. I'm inclined to agree with your assessment of the natural weapons. I'd say that natural attack monsters have proficiencies to deal with them. They have improved unarmed attack, two weapon fighting, and an ambidex feat that makes both attacks have the same BAB bonus. For monsters with multiple arms, or that have a bite as their primary weapon, their other hands would work as off-hands. Each ambidex feat could be applied to one natural weapon, to remove it's "off hand" penalty. I'd honestly give the monsters the option of an iterative attack with their primary hand, with the attack penalty. The trick, is that whatever you decide to give them/however you change it, you need to balance the damage. A Two Weapon fighter with these rules should be doing on average, the same damage as the old one. The old one will miss on attacks much more often, but will have more attacks. A sword & Board fighter should do slightly less but have better defenses, etc. Another thing to consider, is that Armor doesn't usually stop the main attack. damage climbs faster than AC, and eventually, the AC is there to stop the last few iterative attacks. So Armor would have to be tweaked for this to work properly. I do think it's a good Idea though. You just have to balance the numbers. [/QUOTE]
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Fixing iterative, unarmed, and natural attacks?
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