Flynn said:
Very nice work on the spreadsheet. I am very impressed! That probably gives the best snapshot of a character for comparison purposes that I've seen yet. Much better work than my own.
Thanks.

I'm quite possibly overly-fond of Excel, and it may show in things like this.
Flynn said:
No, I doubt that you have joined a dead thread, but please know that Baby Samurai probably won't be on again until Monday or Tuesday (given one of his previous comments about the weekend, either here or on one of the other related threads).
Yes, I saw his comment. That was mostly tongue-in-cheek; I have this bad habit of just observing the interesting threads until I come up with what I find to be a foolproof solution... at which point the participants have already found theirs, packed their bags, and gone home. :S
Flynn said:
Does your spreadsheet test the concept of increasing base damage, as my latest suggestion? While my spreadsheet seems to indicate that it's a good idea, I would appreciate seeing validation or invalidation through someone else's work. If my idea works, then there's no need to worry about changing the bonus damage adjustment as per the Str modifier as you suggested.
It doesn't as of the one posted above, but it's easy enough to test. Attached is an updated version of the spreadsheet that has a saved value for adding a flat damage die (adjustable) per iterative attack. As far as adding the base weapon damage based on iteratives (not multiplied on a crit) that's easy enough to do by just manually inputting the base damage into the "Non-Crit Damage" section, in whatever amount is appropriate to the current BAB. (I could add another set of fields to calculate it, but... nah.

)
As a sidenote, however, having ran some tests with that (Ftr6 with Str18, a
+1 greatsword, Weapon Focus & Specialization, again at 11 and 16 with appropriately adjusted values; Rog8 with 14 Str & 18 Dex, +1 rapier, Weapon Finesse & Focus, again at 15 with a
+1 flaming keen rapier), the numbers are coming out slightly further away from the core values by adding the base damage die (not multiplied on a crit) per iterative given up. Not hugely so, but enough that it's at least not seeming to be a significant improvement over the +BAB system, especially given the added complexity.
It's also worth noting that it does a very poor job of preserving the balance of people who use a low-damage weapon with many bonuses (dagger-wielding halflings with sneak attack come to mind; for an 8th level halfling rogue with a 1d3 dagger, average damage/round in core, versus opponents from AC10-AC30 is 20.63. In this system, it's 13.55. A 35% drop. In the BAB system, it's 16.61, which is only a 20% drop.)
Now, the Spycraft style ruling of allowing an attack with each action per round would notably
improve damage over a core full attack from BAB 6-10. After that, not so much. Personally, while I like Spycraft and find it an improvement over core iteratives, I still prefer not to use the system - mostly because, as mentioned, a lot of my reason for doing this is to offer strong incentive for people to use their move action to move, and being able to use it for more damage strongly opposes that.
Flynn said:
Also, I really like how you've captured the basic Pros and Cons of using non-iterative attacks versus iterative attacks. Although I hadn't considered the mobility issue, your post did bring that realization to mind. I definitely hope I see more of that kind of action in my next campaign.
Thanks again.

It seemed important to come up with an actual list of reasons why this variant is even worth pursuing before dumping a lot of time into it. Plus, the friend I tend to bounce ideas off of needed some persuading, so I sorta already had it by the time I went to post.
As for as movement, while I've been trying to increase its role in my current game by making battlefields more interactive, it's still been an uphill battle versus the massive allure of around 60% more damage.
Flynn said:
Thanks For Joining Us,
Flynn
Glad to.
