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General Tabletop Discussion
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Fixing iterative, unarmed, and natural attacks?
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<blockquote data-quote="Hawken" data-source="post: 4875891" data-attributes="member: 23619"><p>Didn't mean to ignore you, Matrix. Syl and I have been arguing the longest, so its still kind of refreshing that we're seeing eye-to-eye on a lot of stuff lately.</p><p></p><p>Unfortunately, you're not going to be able to rewire the game without difficulty. Combat is the point that the rules were based on, and if something so pervasive as BAB and such is broken, its not so much like an organ transplant as trying to transplant an entire nervous system! And since that's an impossibility, the next best thing is to go Frankenstein and build your own.</p><p></p><p>The attacks at +11 and +16 are not useless by a longshot. At the higher levels, its not unreasonable for a fighter type to have +10 or so in modifiers to his BAB, so those extra attacks at +6/+1 are suddenly +16/+11, which is pretty fair odds at hitting an AC 25 enemy. </p><p></p><p>How exactly do you mean that limiting attacks to 4/round reduces options and makes feats worthless. Which feats, for example, are you thinking of?</p><p></p><p>Your idea about the extra stuff has potential, but I think as you're writing it, you're forgetting about the other BAB progressions. Rogue BAB is going to get +6 BAB at 8th level, +11BAB at 15th and doesn't get +16 at all. Wizard BAB is going to get +6 BAB at 12th level. While your thoughts about the extras at +11 and +16 BAB are good, they are not level, meaning some classes don't get them until much later and a couple of classes, not at all. Core combat mechanics should be able to apply to all classes. </p><p></p><p>The only problem with the flat 50% extra damage is that you are concentrating that damage on a single target instead of multiple targets or missing. This will reduce the life expectancy of enemies by 2-3 rounds with almost no enemies lasting more than 5 rounds. And they die even faster when you consider critical hits with the multiplier changing that 50% damage into 100% or 150% more damage (not counting the normal critical damage for the weapon), or even 200% more damage if you get a X4 multiplier. </p><p></p><p>And considering the incredible difficulty in hit point recovery and the way damage increases far faster than hit points can be acquired and you're reducing just about every battle to 3 rounds tops unless you just jack up bad guy hit points the way 4E does. Actually, throw in sneak attack and whatever other bonus damage, and combat is pretty much done in 1-2 rounds.</p><p></p><p>Your idea about flurry is not bad, but it breaks the rule if you're limiting attacks to 4 or 2 per round. Instead of extra attacks, treat a flurry as an area attack--everyone adjacent takes Str mod damage. An improved flurry could do base weapon damage + Str, while a greater flurry could do normal damage. Yes, its a progression that basically leads to Whirlwind Attack, but since its exclusively a Monk thing it seems like a fair thing to let monks get a whirlwind attack at 11th when anyone else gets it at 6th or so. </p><p></p><p>If you're giving monsters character levels, you're not really 'leaving them alone', are you? Try this: Treat the monsters in the book as they are. To make them more powerful, give them +1 AC/BAB/Saves per 2 extra HD and an extra 1d4 damage every 3 or 4 extra hd. Just because you increase a monster's HD doesn't mean you have to increase their size. That doesn't even really make sense. That means a 10HD goblin could be ogre sized. Why? What causes the size change? How does suddenly becoming a tougher opponent equal mutant growing powers? That's another aspect of the MM that's kind of broken. Larger things tend to be tougher, things don't get larger just because they get tougher. See the difference? </p><p></p><p>If you want a goblin with 5 extra HD, give it to him. That doesn't mean you got to screw with the size change. </p><p></p><p>Try it that way. You don't need to give out class levels either. I'm kind of old school in that I just never accepted the idea of giving classes to 'monsters'. Yeah, taking a Troll straight out of the MM and giving him 5 levels of fighter would make him a beast. But why bother. If you want him tougher, just give him extra HD in increments of 2, and each time you do that, give him a +1 to AC/BAB/Saves and skills. If you want him to have an extra feat every 2 levels, give it to him. That's as simple as you can make it. </p><p></p><p>Another thing is monsters having feats. Do you really think a wolf has weapon focus? If a human takes 3 levels to learn a new feat, why would a wolf, an animal who has no higher brain functions beyond satisfying his urges for food, sex and shelter be able to learn a feat? Just give the wolf a +1 bonus to his bite attack. Along those lines, it wouldn't have Track as a feat either, that's more of a special quality or ability of the wolf--he always knows how to do it, it wasn't ever taught to him.</p></blockquote><p></p>
[QUOTE="Hawken, post: 4875891, member: 23619"] Didn't mean to ignore you, Matrix. Syl and I have been arguing the longest, so its still kind of refreshing that we're seeing eye-to-eye on a lot of stuff lately. Unfortunately, you're not going to be able to rewire the game without difficulty. Combat is the point that the rules were based on, and if something so pervasive as BAB and such is broken, its not so much like an organ transplant as trying to transplant an entire nervous system! And since that's an impossibility, the next best thing is to go Frankenstein and build your own. The attacks at +11 and +16 are not useless by a longshot. At the higher levels, its not unreasonable for a fighter type to have +10 or so in modifiers to his BAB, so those extra attacks at +6/+1 are suddenly +16/+11, which is pretty fair odds at hitting an AC 25 enemy. How exactly do you mean that limiting attacks to 4/round reduces options and makes feats worthless. Which feats, for example, are you thinking of? Your idea about the extra stuff has potential, but I think as you're writing it, you're forgetting about the other BAB progressions. Rogue BAB is going to get +6 BAB at 8th level, +11BAB at 15th and doesn't get +16 at all. Wizard BAB is going to get +6 BAB at 12th level. While your thoughts about the extras at +11 and +16 BAB are good, they are not level, meaning some classes don't get them until much later and a couple of classes, not at all. Core combat mechanics should be able to apply to all classes. The only problem with the flat 50% extra damage is that you are concentrating that damage on a single target instead of multiple targets or missing. This will reduce the life expectancy of enemies by 2-3 rounds with almost no enemies lasting more than 5 rounds. And they die even faster when you consider critical hits with the multiplier changing that 50% damage into 100% or 150% more damage (not counting the normal critical damage for the weapon), or even 200% more damage if you get a X4 multiplier. And considering the incredible difficulty in hit point recovery and the way damage increases far faster than hit points can be acquired and you're reducing just about every battle to 3 rounds tops unless you just jack up bad guy hit points the way 4E does. Actually, throw in sneak attack and whatever other bonus damage, and combat is pretty much done in 1-2 rounds. Your idea about flurry is not bad, but it breaks the rule if you're limiting attacks to 4 or 2 per round. Instead of extra attacks, treat a flurry as an area attack--everyone adjacent takes Str mod damage. An improved flurry could do base weapon damage + Str, while a greater flurry could do normal damage. Yes, its a progression that basically leads to Whirlwind Attack, but since its exclusively a Monk thing it seems like a fair thing to let monks get a whirlwind attack at 11th when anyone else gets it at 6th or so. If you're giving monsters character levels, you're not really 'leaving them alone', are you? Try this: Treat the monsters in the book as they are. To make them more powerful, give them +1 AC/BAB/Saves per 2 extra HD and an extra 1d4 damage every 3 or 4 extra hd. Just because you increase a monster's HD doesn't mean you have to increase their size. That doesn't even really make sense. That means a 10HD goblin could be ogre sized. Why? What causes the size change? How does suddenly becoming a tougher opponent equal mutant growing powers? That's another aspect of the MM that's kind of broken. Larger things tend to be tougher, things don't get larger just because they get tougher. See the difference? If you want a goblin with 5 extra HD, give it to him. That doesn't mean you got to screw with the size change. Try it that way. You don't need to give out class levels either. I'm kind of old school in that I just never accepted the idea of giving classes to 'monsters'. Yeah, taking a Troll straight out of the MM and giving him 5 levels of fighter would make him a beast. But why bother. If you want him tougher, just give him extra HD in increments of 2, and each time you do that, give him a +1 to AC/BAB/Saves and skills. If you want him to have an extra feat every 2 levels, give it to him. That's as simple as you can make it. Another thing is monsters having feats. Do you really think a wolf has weapon focus? If a human takes 3 levels to learn a new feat, why would a wolf, an animal who has no higher brain functions beyond satisfying his urges for food, sex and shelter be able to learn a feat? Just give the wolf a +1 bonus to his bite attack. Along those lines, it wouldn't have Track as a feat either, that's more of a special quality or ability of the wolf--he always knows how to do it, it wasn't ever taught to him. [/QUOTE]
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Fixing iterative, unarmed, and natural attacks?
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