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General Tabletop Discussion
*Pathfinder & Starfinder
Initiative and Multiple Attacks
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<blockquote data-quote="EP" data-source="post: 3018352" data-attributes="member: 41744"><p>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...</p><p></p><p>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.</p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Thoughts?</p></blockquote><p></p>
[QUOTE="EP, post: 3018352, member: 41744"] 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? [/QUOTE]
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