Initiative and Multiple Attacks

EP

First Post
With the PCs in my campaign able to perform up to five attacks in a round, I'm thinking of modifying the initiative rules - making all five attacks at the same time just seems a bit off. So I'm playing around with one of these ideas and wanted to get some feedback as players...

1. The player must announce before they roll initiative that they will make a full attack option. At this point, they roll initiative once per attack and do so in that order from the highest BAB to the lowest. Feats such as Whirlwind Attack allow them to make all attacks at the same initiative result and score some heavy damage.
2. The player can choose to make a full attack option after rolling for initiative once. Every additional attack is made at an initiative result four below the previous attack. For example, the PC rolls 18 for his initiative and makes his first attack at that time. His second attack is made at 14 and his third comes at 10. The two orcs facing off against him have initiative scores of 12 and 8, so the combat goes in this order: PC's first attack (18), PC's second attack (14), first orc (12), PC's third attack (10), second orc (8). Feats such as Whirlwind Attack allow them to make all attacks the same initiative result and score some heavy damage.

Two thoughts as to why I want to do this. First, it gives the PCs a chance to use one of those attacks to react and adapt later in the round when they wouldn't have a chance before. If the PCs has a +10 to damage and finds out before his second attack that one of his foes only has 6 hp left, he may choose to leave that one alone and let the bard with only +2 to damage give him a shot - he wants to take out the big guy instead. In our party, that happens quite a bit.

Second, it gives my intelligent baddies a chance to retreat when they're getting their ass kicked...something else that happens a lot in our party. A well-trained fighter doesn't seem the type to wade forward and take a full beating of five shots in a row without realising this PC has "death" etched on his forehead - he's going to step back and let that SOB lose the rest of his attacks because he can only take a 5' step.

Thoughts?
 

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If you had to use either of those options, use the 2nd.
Frankly, it's dealing so much (average) damage that makes high level characters as powerful as they are. 5 attacks in a round isn't over powered when the dragon they're fighting can make more than that sans haste.
 

Pssthpok said:
If you had to use either of those options, use the 2nd.
Frankly, it's dealing so much (average) damage that makes high level characters as powerful as they are. 5 attacks in a round isn't over powered when the dragon they're fighting can make more than that sans haste.

Combining high damage with multiple attacks is the killer sometimes. I've had some villains wiped out in one round because of that. Splitting up initiative results gives NPCs a chance to avoid multiple attacks, since simply having everyone bash the crap out of each other to see who falls first is really boring.
 



This seems to weaken fighters, who are heavily reliant on a full attack, but not spellcasters. Assuming the average D&D game, this doesn't seem a good idea. Presumably you let two weapon fighters get off two attacks per initiative tick, otherwise they're especially hit by this change.

If you really want to make a change like this, you'll probably want to change the spell system in some way as well. Maybe have casting a "standard action" spell take up several intiative counts, so that it's easier to disrupt them. (One tick per spell level? Then magic missile would have a 1 tick window in which to disrupt the wizard, while horrid wilting takes effect 8 ticks later, same as a fighters third iterative.)

Also, what happens when the last person of the round makes a full attack? In other words, at what number does initiative cycle back round again?

Overall, I'd say this is the sort of change which needs some playtesting to see if it adds to your games fun or not. If it makes you feel any better about the current system, just because all 5 attacks are resolved at once doesn't mean they really all happen at the same time.
 
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starwed said:
This seems to weaken fighters, who are heavily reliant on a full attack, but not spellcasters. Assuming the average D&D game, this doesn't seem a good idea. Presumably you let two weapon fighters get off two attacks per initiative tick, otherwise they're especially hit by this change.

Magic is at a minimum in our campaign and the only sorcerer in the party also have fighter levels. He also casts a spell and holds the charge, using a touch attack spell as part of his full attack option. Off the top of my head, I don't think that'll change too much, but platesting during our next non-campaign game is probably a good idea first.
 

Just a wild idea

Combine the reduced initiative of multiple attacks and a parry ability. Each iterative attack drops four initiative and if the target of the next attack has an attack(any attack) with a higher initiative he can sacrifice that particular attack(even out of turn) to parry the next attack from that attacker?
 

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