Mouseferatu said:I'm inclined to think they'll do this via weapon-based maneuvers.
They might also grant a bonus to weapon damage based on CL, like Saga.
Mouseferatu said:I'm inclined to think they'll do this via weapon-based maneuvers.
Baby Samurai said:They might also grant a bonus to weapon damage based on CL, like Saga.
Mouseferatu said:In fact, I personally think the bonus should be higher than 1/2 level, at least for the martial characters. Maybe make the bonus equal to BAB. But we'll see what happens...
Plane Sailing said:i.e. in Saga all the 'multiple attack' options Baby Samurai has mentioned are mostly for the purpose of clearing mooks below your level quickly. They are not good tactics to use against people of the same level as you.
Cheers
Aloïsius said:Light weapons should be easier to use in narrow tunnels. I think a fighter with two short swords should have the advantage vs a greatsword in a 5ft wide stairway.
Mouseferatu said:But the mace and the short sword, to use your examples, will provide a different array of maneuvers (more finesse-based, I'd imagine), making them equally, but differently, effective.
Nebulous said:Was it 1st or 2nd edition that let you make 1 attack/level against enemies with very low Hit Dice?
DreamChaser said:Especially given that combat is "abstracted" (thus the rationale for no facing, HP vs. wounds, etc.) but iterative attacks break this down. If you spend the round dancing around, dodging, parrying, and striking, what do extra attacks represent? The one attack roll identifies whether your various strikes struck true and you dealt damage.
Mouseferatu said:I'm inclined to think they'll do this via weapon-based maneuvers. The greatsword and greataxe will (I expect) still be the weapon of choice for people whose objective is simply to dish out the damage. But the mace and the short sword, to use your examples, will provide a different array of maneuvers (more finesse-based, I'd imagine), making them equally, but differently, effective.