Michael Silverbane
Adventurer
I did a couple of things in my game to get rid of full attacks while keeping melee fighters viable...
I changed the way that two-weapon fighting works, first. If you are wielding two weapons or a double weapon, you can opt to attack with both weapons or with both ends of a double weapon, whenever you could attack with one weapon. When doing so, you make an attack roll with a -10 penalty to both attacks (which can be reduced to -5 with the Dual Weapon Mastery feat). You can do this during a Standard Attack, or at the end of a Charge, or during an Attack of Opportunity... Whenever you want, so long as you are willing to take the attack penalty.
I took the Double Attack and Triple Attack feats from Star Wars Saga edition, and allowed you to apply them during a Standard Attack (but not a charge or an attack of opportunity).
I made it a bit easier to deal extra damage. If you have Weapon Specialization, you deal extra damage equal to your weapon's base damage (a longsword's base damage is 1d8, when specialized you deal 2d8 plus your various bonuses, a greatswords base damage is 2d6, when specialized, you deal 4d6 plus your various bonuses). I made power attack a flat -4 penalty to hit, dealing twice again the weapon's base damage (longsword power attack deals 3d8, or 4d8 for a specialist). and Charging causes you to deal extra damage equal to your weapon's base damage, as well, but provokes an attack of opportunity.
And... I made the Withdraw action and the Run action both Move actions (Withdraw allows you to move one-half your speed, with no AoOs and Run allows you to move one-and-a-half times your speed, but gives you a -4 on attack rolls for the round).
People move around a LOT more in combat, and melee fighters can dish out considerable damage. On the other hand, it is a completely rewritten set of combat rules, which some folks may not like.
Later
silver
I changed the way that two-weapon fighting works, first. If you are wielding two weapons or a double weapon, you can opt to attack with both weapons or with both ends of a double weapon, whenever you could attack with one weapon. When doing so, you make an attack roll with a -10 penalty to both attacks (which can be reduced to -5 with the Dual Weapon Mastery feat). You can do this during a Standard Attack, or at the end of a Charge, or during an Attack of Opportunity... Whenever you want, so long as you are willing to take the attack penalty.
I took the Double Attack and Triple Attack feats from Star Wars Saga edition, and allowed you to apply them during a Standard Attack (but not a charge or an attack of opportunity).
I made it a bit easier to deal extra damage. If you have Weapon Specialization, you deal extra damage equal to your weapon's base damage (a longsword's base damage is 1d8, when specialized you deal 2d8 plus your various bonuses, a greatswords base damage is 2d6, when specialized, you deal 4d6 plus your various bonuses). I made power attack a flat -4 penalty to hit, dealing twice again the weapon's base damage (longsword power attack deals 3d8, or 4d8 for a specialist). and Charging causes you to deal extra damage equal to your weapon's base damage, as well, but provokes an attack of opportunity.
And... I made the Withdraw action and the Run action both Move actions (Withdraw allows you to move one-half your speed, with no AoOs and Run allows you to move one-and-a-half times your speed, but gives you a -4 on attack rolls for the round).
People move around a LOT more in combat, and melee fighters can dish out considerable damage. On the other hand, it is a completely rewritten set of combat rules, which some folks may not like.
Later
silver