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Idea for weapons and iterative attacks
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<blockquote data-quote="Winterthorn" data-source="post: 3739678" data-attributes="member: 1702"><p>I like your brainstormin'. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /> But a new thought cropped up today comparing figthers with daggers vs fighters with greatswords: all get their 2nd iterative attack at the same level, 6th, but the greatsword-wielders will never get any more iterative attacks beyond that point!</p><p></p><p>Redgar w dagger @ 1st lvl: 1 attack (2.6 dmg/round)</p><p>Redgar w longsword @ 1st lvl: 1 attack (3.8 dmg/round)</p><p>Redgar w greatsword @ 1st lvl: 1 attack (5.2 dmg/round)</p><p></p><p>Redgar w dagger @ 6th lvl: 2 attacks (5.2 dmg/round)</p><p>Redgar w longsword @ 6th lvl: 2 attacks (7.6 dmg/round)</p><p>Redgar w greatsword @ 6th lvl: 2 attacks (10.4 dmg/round)</p><p></p><p>Redgar w dagger @ 11th lvl: 3 attacks (7.8 dmg/round)</p><p>Redgar w longsword @ 11th lvl: 3 attacks (11.4 dmg/round)</p><p>Redgar w greatsword @ 11th lvl: 2 attacks (10.4 dmg/round)</p><p></p><p>Redgar w dagger @ 16th lvl: 4 attacks (10.4 dmg/round)</p><p>Redgar w longsword @ 16th lvl: 3 attacks (11.4 dmg/round)</p><p>Redgar w greatsword @ 16th lvl: 2 attacks (10.4 dmg/round)</p><p></p><p>Redgar w dagger @ 20th lvl+: 4 attacks</p><p>Redgar w longsword @ 20th lvl+: 3 attacks</p><p>Redgar w greatsword @ 20th lvl+: 2 attacks</p><p></p><p>So some observations:</p><p></p><p>1) Redgar's BAB may improve while wielding a greatsword, but he'll never improve his basic average damage after 6th level with that weapon (except by feats, magic, etc).</p><p>2) The balance of damage between weapon types seems to occur only by the time Redgar reaches 16th level. In other words, at 6th he'll be a powerhouse of destruction wielding a greatsword over wielding a longsword or dagger. At 11th Redgar could wield a longsword or greatsword with almost equal efficacy. By 16th level he can choose between all three weapon types with little concern for the damage potential - all other factors being equal.</p><p>3) Nothing but BAB, potential Str score change, feats or magic will alter things between 16th and beyond (but that is not necessarily a problem).</p><p></p><p>Given the above, is this the outcome you were looking for? </p><p></p><p>Or should there be a shift as to which level the greatsword-wielders get their 2nd iterative attack (say at 11th rather than 6th) to keep things reasonably balanced across the levels from 1st to 16th? (And likewise those one-handed weapon-wielders would get their 2nd and 3rd iterative attacks at later levels than light weapon-wielders.) I'm thinking balance shouldn't occur just at end points but should be consistant throughout class progreesion(within reason). <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I would propose this additional rule:</p><p></p><p>One-handed weapons gain their 2nd iterative attack (still -5 to BAB) at 9th level, and their third iterative attack at 17th (still -10 to BAB). (Rounded off to odd levels to make up a bit for being slightly better in avarage damage than light weapons and two-handed weapons. 8th and 15th would have been too early.)</p><p></p><p>Two-handed weapon gain their 2nd iterative attack at 11th level (still -5 to BAB).</p><p></p><p>Thus the cumulative -5 per iteration is no longer firmly tied to the BAB value.</p><p></p><p>Effective number of attack iterations per weapon type:</p><p><span style="color: Black">-</span>1-lvl: 1 (light), 1 (one-hnd), 1 (two-hnd)</p><p><span style="color: Black">-</span>2-lvl: 1, 1, 1</p><p><span style="color: Black">-</span>3-lvl: 1, 1, 1</p><p><span style="color: Black">-</span>4-lvl: 1, 1, 1</p><p><span style="color: Black">-</span>5-lvl: 1, 1, 1</p><p><span style="color: Black">-</span>6-lvl: 2, 1, 1</p><p><span style="color: Black">-</span>7-lvl: 2, 1, 1</p><p><span style="color: Black">-</span>8-lvl: 2, 1, 1</p><p><span style="color: Black">-</span>9-lvl: 2, 2, 1</p><p>10-lvl: 2, 2, 1</p><p>11-lvl: 3, 2, 2</p><p>12-lvl: 3, 2, 2</p><p>13-lvl: 3, 2, 2</p><p>14-lvl: 3, 2, 2</p><p>15-lvl: 3, 2, 2</p><p>16-lvl: 4, 2, 2</p><p>17-lvl: 4, 3, 2</p><p>18-lvl: 4, 3, 2</p><p>19-lvl: 4, 3, 2</p><p>20-lvl: 4, 3, 2</p><p></p><p>I'm now wondering: how will this alter the Two-Weapon Fighting feats?</p><p></p><p>That was just more of my 2 cents. Whether this is a practical change is something I'll have to play-test with my players <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Winterthorn, post: 3739678, member: 1702"] I like your brainstormin'. :cool: But a new thought cropped up today comparing figthers with daggers vs fighters with greatswords: all get their 2nd iterative attack at the same level, 6th, but the greatsword-wielders will never get any more iterative attacks beyond that point! Redgar w dagger @ 1st lvl: 1 attack (2.6 dmg/round) Redgar w longsword @ 1st lvl: 1 attack (3.8 dmg/round) Redgar w greatsword @ 1st lvl: 1 attack (5.2 dmg/round) Redgar w dagger @ 6th lvl: 2 attacks (5.2 dmg/round) Redgar w longsword @ 6th lvl: 2 attacks (7.6 dmg/round) Redgar w greatsword @ 6th lvl: 2 attacks (10.4 dmg/round) Redgar w dagger @ 11th lvl: 3 attacks (7.8 dmg/round) Redgar w longsword @ 11th lvl: 3 attacks (11.4 dmg/round) Redgar w greatsword @ 11th lvl: 2 attacks (10.4 dmg/round) Redgar w dagger @ 16th lvl: 4 attacks (10.4 dmg/round) Redgar w longsword @ 16th lvl: 3 attacks (11.4 dmg/round) Redgar w greatsword @ 16th lvl: 2 attacks (10.4 dmg/round) Redgar w dagger @ 20th lvl+: 4 attacks Redgar w longsword @ 20th lvl+: 3 attacks Redgar w greatsword @ 20th lvl+: 2 attacks So some observations: 1) Redgar's BAB may improve while wielding a greatsword, but he'll never improve his basic average damage after 6th level with that weapon (except by feats, magic, etc). 2) The balance of damage between weapon types seems to occur only by the time Redgar reaches 16th level. In other words, at 6th he'll be a powerhouse of destruction wielding a greatsword over wielding a longsword or dagger. At 11th Redgar could wield a longsword or greatsword with almost equal efficacy. By 16th level he can choose between all three weapon types with little concern for the damage potential - all other factors being equal. 3) Nothing but BAB, potential Str score change, feats or magic will alter things between 16th and beyond (but that is not necessarily a problem). Given the above, is this the outcome you were looking for? Or should there be a shift as to which level the greatsword-wielders get their 2nd iterative attack (say at 11th rather than 6th) to keep things reasonably balanced across the levels from 1st to 16th? (And likewise those one-handed weapon-wielders would get their 2nd and 3rd iterative attacks at later levels than light weapon-wielders.) I'm thinking balance shouldn't occur just at end points but should be consistant throughout class progreesion(within reason). :) I would propose this additional rule: One-handed weapons gain their 2nd iterative attack (still -5 to BAB) at 9th level, and their third iterative attack at 17th (still -10 to BAB). (Rounded off to odd levels to make up a bit for being slightly better in avarage damage than light weapons and two-handed weapons. 8th and 15th would have been too early.) Two-handed weapon gain their 2nd iterative attack at 11th level (still -5 to BAB). Thus the cumulative -5 per iteration is no longer firmly tied to the BAB value. Effective number of attack iterations per weapon type: [COLOR=Black]-[/COLOR]1-lvl: 1 (light), 1 (one-hnd), 1 (two-hnd) [COLOR=Black]-[/COLOR]2-lvl: 1, 1, 1 [COLOR=Black]-[/COLOR]3-lvl: 1, 1, 1 [COLOR=Black]-[/COLOR]4-lvl: 1, 1, 1 [COLOR=Black]-[/COLOR]5-lvl: 1, 1, 1 [COLOR=Black]-[/COLOR]6-lvl: 2, 1, 1 [COLOR=Black]-[/COLOR]7-lvl: 2, 1, 1 [COLOR=Black]-[/COLOR]8-lvl: 2, 1, 1 [COLOR=Black]-[/COLOR]9-lvl: 2, 2, 1 10-lvl: 2, 2, 1 11-lvl: 3, 2, 2 12-lvl: 3, 2, 2 13-lvl: 3, 2, 2 14-lvl: 3, 2, 2 15-lvl: 3, 2, 2 16-lvl: 4, 2, 2 17-lvl: 4, 3, 2 18-lvl: 4, 3, 2 19-lvl: 4, 3, 2 20-lvl: 4, 3, 2 I'm now wondering: how will this alter the Two-Weapon Fighting feats? That was just more of my 2 cents. Whether this is a practical change is something I'll have to play-test with my players ;) [/QUOTE]
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