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Iterative Attacks
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<blockquote data-quote="Wulf Ratbane" data-source="post: 4611261" data-attributes="member: 94"><p>I've been doing some heavy permutations/probability number crunching over the break, and I wanted to run something past the folks here.</p><p></p><p>Playing around with possible speed fixes for iterative attacks, I've found something that works pretty good for me personally:</p><p></p><ul> <li data-xf-list-type="ul">At 6th level, you get a 2nd attack, but both attacks suffer a -2 penalty (-2/-2 instead of 0/-5).</li> <li data-xf-list-type="ul">At 11th level, the penalty drops to -1/-1 (instead of 0/-5/-10).</li> <li data-xf-list-type="ul">At 16th level, the penalty drops to -0/-0 (instead of 0/-5/-10/-20).</li> </ul><p></p><p>But there is just no way around one peculiarity of the 3rd and 4th iterative attacks, to wit:</p><p></p><p>Against creatures that you have almost no hope of hitting (natural 18 or better on your first attack, and natural 20's thereafter); and against creatures that you almost can't miss (needing "less than a natural 2" on your first attack, with a great chance of success on even your 3rd and 4th attacks), your expected damage will drop off.</p><p></p><p>So the core poll question is this: </p><p></p><p>If your expected damage over the range of 80-90% of all creatures you will encounter will INCREASE by 5 to 20%, would you be willing to lose your 3rd and 4th attack, and accept a DECREASE against the "edge case" creatures (very high AC or very low AC)?</p><p></p><p>EDIT: I want to clarify that. At -1/-1, your expected damage against most creatures you will encounter is BETTER than three attacks at 0/-5/-10; and at -0/-0, your expected damage against most creatures you will encounter is BETTER than four attacks at 0/-5/-10/-15.</p><p></p><p>There are other emergent benefits to this proposal (levelling the expected damage output non-fighter classes, reducing the necessity of AC-pumping for PCs, etc.) but I am primarily concerned with how this fix strikes the primary fighting classes.</p></blockquote><p></p>
[QUOTE="Wulf Ratbane, post: 4611261, member: 94"] I've been doing some heavy permutations/probability number crunching over the break, and I wanted to run something past the folks here. Playing around with possible speed fixes for iterative attacks, I've found something that works pretty good for me personally: [LIST] [*]At 6th level, you get a 2nd attack, but both attacks suffer a -2 penalty (-2/-2 instead of 0/-5). [*]At 11th level, the penalty drops to -1/-1 (instead of 0/-5/-10). [*]At 16th level, the penalty drops to -0/-0 (instead of 0/-5/-10/-20). [/LIST] But there is just no way around one peculiarity of the 3rd and 4th iterative attacks, to wit: Against creatures that you have almost no hope of hitting (natural 18 or better on your first attack, and natural 20's thereafter); and against creatures that you almost can't miss (needing "less than a natural 2" on your first attack, with a great chance of success on even your 3rd and 4th attacks), your expected damage will drop off. So the core poll question is this: If your expected damage over the range of 80-90% of all creatures you will encounter will INCREASE by 5 to 20%, would you be willing to lose your 3rd and 4th attack, and accept a DECREASE against the "edge case" creatures (very high AC or very low AC)? EDIT: I want to clarify that. At -1/-1, your expected damage against most creatures you will encounter is BETTER than three attacks at 0/-5/-10; and at -0/-0, your expected damage against most creatures you will encounter is BETTER than four attacks at 0/-5/-10/-15. There are other emergent benefits to this proposal (levelling the expected damage output non-fighter classes, reducing the necessity of AC-pumping for PCs, etc.) but I am primarily concerned with how this fix strikes the primary fighting classes. [/QUOTE]
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