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Is this a problem?: Full Attack numbers
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<blockquote data-quote="Plane Sailing" data-source="post: 2968998" data-attributes="member: 114"><p>Tell that to the ranger in our party with favoured enemy(human), and a +2 mighty bow(+4 str) of human bane...</p><p></p><p>Over 50% of our targets are human, and she gets 1d8+12+2d6 with every shot of her rapid shot full attack (was 3 attacks per round, now it is 4 attacks per round).</p><p></p><p>The fighters, even armed with fullblades can't touch this damage output.</p><p></p><p>The only thing that the fighters can do more of is (a) pump their strength and (b) power attack. </p><p></p><p></p><p></p><p></p><p>I recognise that this is a corner case in many respects (e.g. optimised for tackling the main targets, the fighters could all get humanbane swords too).</p><p></p><p>However, I concur with the two's original post: archers get risk free full attacks very frequently, while melee fighters find it much harder to get them in the first place, and are at far greater risk for doing so (swapping full attacks with a giant or dragon is a quick way to get dead in most campaigns).</p><p></p><p>If I was designing the next iteration of the game, I'd design this factor out. Essentially the balance between missile and melee combat should just be 'less risk, less damage'. Full attacks illustrate and exacerbate the problem.</p><p></p><p>Sure, we can live with it, but I don't think it is any surprise that some more recent games (Spycraft, True20) have removed iterative full attacks IIRC.</p><p></p><p>Cheers</p></blockquote><p></p>
[QUOTE="Plane Sailing, post: 2968998, member: 114"] Tell that to the ranger in our party with favoured enemy(human), and a +2 mighty bow(+4 str) of human bane... Over 50% of our targets are human, and she gets 1d8+12+2d6 with every shot of her rapid shot full attack (was 3 attacks per round, now it is 4 attacks per round). The fighters, even armed with fullblades can't touch this damage output. The only thing that the fighters can do more of is (a) pump their strength and (b) power attack. I recognise that this is a corner case in many respects (e.g. optimised for tackling the main targets, the fighters could all get humanbane swords too). However, I concur with the two's original post: archers get risk free full attacks very frequently, while melee fighters find it much harder to get them in the first place, and are at far greater risk for doing so (swapping full attacks with a giant or dragon is a quick way to get dead in most campaigns). If I was designing the next iteration of the game, I'd design this factor out. Essentially the balance between missile and melee combat should just be 'less risk, less damage'. Full attacks illustrate and exacerbate the problem. Sure, we can live with it, but I don't think it is any surprise that some more recent games (Spycraft, True20) have removed iterative full attacks IIRC. Cheers [/QUOTE]
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Is this a problem?: Full Attack numbers
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