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No Iterative Attacks in D&D

Hmmm. Well, here's my view on how to handle things:

1. Multiply base weapon damage at each iterative attack bonus. The full attack action is gone; attacking in melee is always considered a standard action.
1a. Use rules from SAGA Edition concerning extra damage from strength. 2x Str for two-handed weapons, 1x for each hand. (Considering adopting the rule of adding damage from 1/2 character level as well. Warriors could use some help, personally.)

2. At each iterative attack bonus, sneak attack dice is increased in size by one category (i.e. from D6 to D8, then from D8 to D10).

3. For natural attacks, primary attack is a standard action. Attacking with both primary and secondary attacks should require two swift actions, i.e. rooting the creature to the spot for the round. They do not get bonus damage from BAB, so penalties are not necessary. (Many of them already have incredible damage from high STR scores, anyway.)

Reasoning:
1. Results in a fairly close approximation of damage using normal iterative attacks in D&D, only with fewer rolls.
1a. Melee fighters are already fairly gimped in relation to spellcasters, so a little assistance on their end is hardly something I could consider imbalancing.

2. Of course, rogues lose a considerable amount of damage from the loss of iterative attacks, and this helps to compensate for that loss fairly well.

3. To be able to bite and claw at someone at the same time, it's kind of hard to be running at the same time, right? And of course, this gives incentives for warriors to move around in melee combat and avoid getting hit by the full force of a creature's wrath, which is always a good thing.


Oh, and I have some other concerns that could use some addressing here. For example, I use house-rules regarding armor and class defense bonuses.


Class Defense Bonus: A class's defense bonus is determined by taking its BAB and dividing it by two, rounding up, then adding that number to 1/2 the class's base reflex save (that is, without the Dex bonus, and again, rounded up. This means the highest defense a character can ever get, without items, is 26). This is considered a dodge bonus, and stacks with all other sources of dodge AC.

Armor gives the upper half of its AC rating to the character's AC, and the lower half is used as damage reduction (ex: chainmail, which has a +5 AC rating, would give 3 to the character's AC and provides a 2/- damage reduction). This damage reduction stacks with other sources. Treat natural armor in a similar manner.

The Logic: It only makes sense that the characters who are trained to dodge, weave, and fight the best would also happen to be the best at defending themselves. It makes absolutely no sense for a character, throughout their entire career, to not improve their ability to avoid attacks. Like, at all. It's just nonsensical.

Also, the strength of armor is not only in its ability to make otherwise painful blows pretty much harmless, but also to reduce the impact of attacks that do connect solidly. It made no sense to me that, once attacks got through, they always did full damage - regardless of whether or not the character was wearing studded leather or a full suit of platemail.

On top of that, I've always had a thing against the way D&D made characters so dependent upon their items for defense. Without them, they're practically defenseless. This is not cool.

Consider the math:

Armor Class = 10 + ½ BAB (round up) + ½ Ref Save + Dex Bonus + ½ AC Bonus (round up) + 1/2 NA Bonus (round up) + Deflection Bonus + Dodge Bonus
Level 20 fighter AC = 10 + 10 + 5 + 1 + 7 (+5 adamantine full plate) + 3 (amulet of natural armor +5) + 5 + 2 (Dodge + Improved Dodge) = 42
Attack Bonus = 20 + 8 (Strength Bonus) + 5 (Enhancement Bonus) = 33
Touch AC = 10 + 10 + 5 + 1 + 2 = 28
Touch Attack (from a wizard) = 10 + 6 (Dex) = 16
Damage Reduction = 6 + 2 = 8, + 3 (adamantine) = 11/-
[Notes: He has Lightning Reflexes, and improved dodge (which gives +1 dodge AC and +1 ref saves).]

Observations: Wizards and other characters who rely on touch attacks can still hit fighters and such fairly decently, but it's no longer so horribly easy (a +14 touch attack on an AC of 16? Pfft!).
A wizard fighting a warrior with the combat expertise feat will likely have to resort to spells that do not involve touch attacks.
Armor still remains useful (as compared to the UA variant, where armor is completely useless), and rather than being based on what kind of armor a class can wear (which was a really stupid concept to begin with), it's based entirely on a class's offensive and defensive capabilities. Which I like, naturally.


The Problem: Using the 'no full attack actions' variant, damage reduction quickly becomes useless, as each attack deals enough damage to render it obsolete. Considering increasing the effect of damage reduction at every would-be iterative attack bonus, i.e. multiplying DR by 1.5x at +6, 2x at +11, and 2.5x at 16. Alternatively, one could simply give every character a DR bonus equal to 1/2, 3/4, or 1x a character's BAB to compensate for the extreme damage values at higher levels. This would represent a character's increasing propensity for turning otherwise harmful attacks into less harmful ones, or knowing techniques for reducing the effort required to do so (HPs represent dodging ability as well, remember that).
 

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Flynn said:
Now, personally, I wouldn't take the TWF as my basis, though. I would probably do the -5 for all attacks, and a -2 for all attacks if the creature has the multiattack feat. Thus, you only need to modify the primary natural weapon's attack value in each case, and the rest of the SRD remains usable as is.

Totally, me too.
 

Zyrusticae said:
1a.) Use rules from SAGA Edition concerning extra damage from strength. 2x Str for two-handed weapons, 1x for each hand. (Considering adopting the rule of adding damage from 1/2 character level as well. Warriors could use some help, personally.)

2.) At each iterative attack bonus, sneak attack dice is increased in size by one category (i.e. from D6 to D8, then from D8 to D10).

3.) For natural attacks, primary attack is a standard action. Attacking with both primary and secondary attacks should require two swift actions, i.e. rooting the creature to the spot for the round. They do not get bonus damage from BAB, so penalties are not necessary. (Many of them already have incredible damage from high STR scores, anyway.)


1a.) Definitely going with that.

2.) I like that idea a lot.

3.) As the full round action still exists in Saga, so far as we know from the previews, and that you must take a full round action to use Double Attack (2 attacks at BAB –5), I would assume a monster would also have to take a full round action to attack with all of its natural attacks (all attacks, even the primary, at BAB –5).
 

1. Multiply base weapon damage at each iterative attack bonus. The full attack action is gone; attacking in melee is always considered a standard action.
1a. Use rules from SAGA Edition concerning extra damage from strength. 2x Str for two-handed weapons, 1x for each hand. (Considering adopting the rule of adding damage from 1/2 character level as well. Warriors could use some help, personally.)
While I am myself in favor of a mechanic like this, it does really have the problem of favoring twohanded weapons to onehanded. Both by multiplying base weapon damage, and by x2 str.

In core rules, a short sword fighter can still be effective if he has a large static bonus. In this system, he would never be played.
 

Sorcica said:
While I am myself in favor of a mechanic like this, it does really have the problem of favoring twohanded weapons to onehanded. Both by multiplying base weapon damage, and by x2 str.

In core rules, a short sword fighter can still be effective if he has a large static bonus. In this system, he would never be played.

That's why I say go with the Saga system to get the best of all worlds.
 

Nah. Shields are actually superior in terms of survivability, even in the state they are now.

Remember that an increase of 1 AC reduces an opponent's chance to hit by 5%. They have to roll that much higher to hit. Damage does not help when it comes to hitting an opponent, whereas a shield prevents damage entirely. An enchanted tower shield can reduce an enemy's chance to hit by as much as 40%.

I imagine Saga Edition has some kind of mechanic to make wielding a one-handed weapon without anything in the off-hand more desirable. Perhaps a bonus to hit because of its ease of use? A bonus to AC wouldn't be redundant in SAGA edition, as shields don't exist there, but it would be in D&D, where shields would be superior to a simple AC bonus. Hmm.


Edit: If you're referring to using two short swords in each hand, I don't see the problem. Both hands get proportionate damage increases, so they're really almost exactly the same in terms of power level (with the exception that using two weapons requires a feat). Personally, I'm not a really big fan of dual-wielding in the first place, but that's just me. It's still a viable tactic, either way.
 
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I've decided to go with the Saga system (half CL as bonus to damage, and the Double Attack, Dual Weapon Mastery, Mighty Swing Rapid Strike, and Triple Attack feats etc) for combat, so here is a D&D character from the current Planescape campaign I'm running converted to the new system (standard version follows):




Mogar Grimm CL 11/CR 11
Male half-orc barbarian 2/ranger 9
CG Medium humanoid (orc)
Init +13; Senses darkvision 60 ft.; Perception +13
Languages Abyssal, Common, Orc
______________________________________________________________________________

AC 21, touch 14, flat-footed 21 (+3 Dex, +1 natural, +6 armour, +1 deflection); uncanny dodge
Defences Fort 25, Ref 21 (flat-footed 21); evasion, Will 18
hp 106 (2d12+9d8+44)
______________________________________________________________________________

Speed 8 squares
Melee +1 large balanced bastard sword +19 (2d8+20/19-20) or
Melee +1 large balanced bastard sword +14/+14 (2d8+20/19-20) with Double Attack or
Melee +1 large balanced bastard sword +9/+9/+9 (2d8+20/19-20) with Triple Attack or
Melee +1 large balanced bastard sword +17 (2d8+13/19-20) and +1 large balanced bastard sword +17 (2d8+13/19-20) with Dual Weapon Mastery II or
Melee +1 large balanced bastard sword +12/+12 (2d8+13/19-20) and +1 large balanced bastard sword +12 (2d8+13/19-20) with Double Attack and Dual Weapon Mastery II or
Melee +1 large balanced bastard sword +7/+7/+7 (2d8+13/19-20) and +1 large balanced bastard sword +7 (2d8+13/19-20) with Triple Attack and Dual Weapon Mastery II or
Melee 2 +1 large balanced bastard swords +9 (2d8+13/19-20 plus 2d8+13) with Dual Strike
Ranged composite longbow +14 (1d8+12/x3)
Base Atk +11; Grp +18
Atk Options distracting attack, Dual Strike, Dual Weapon Pounce, favoured enemy evil outsiders +4/fey +2, Power Attack, Rapid Strike
Combat Gear wand of cure light wounds (44 charges)
______________________________________________________________________________

Ranger Spells Prepared (CL 4th):
2nd – (general recharge time 1d6+1 rounds) 1
1st – (general recharge time 1d6+1 rounds) 2
______________________________________________________________________________

Abilities Str 24, Dex 16, Con 18, Int 14, Wis 16, Cha 11
SQ evasion, fast movement, rage 1/day, swift tracker, uncanny dodge, favoured enemy evil outsiders +4 and fey +2, wild empathy +9 (+5 magical beasts)
Feats Armour Proficiency (light, medium), Double Attack, Dual Strike, Dual Weapon Mastery I, Dual Weapon Mastery II, Dual Weapon Pounce, Power Attack, Rapid Strike, Track, Triple Attack, Weapon Proficiency (basic, bows, heavy blades, exotic heavy blades)
Skills Climb +17, Endurance +14, Initiative +13, Knowledge (nature) +13, Perception +13, Stealth +13, Survival +13
Possessions handy haversack, +1 dagger, composite longbow (+4), +2 mithral chain shirt, +1 cloak of resistance, +2 gauntlets of ogre power, +1 amulet of natural armour, +1 ring of protection
______________________________________________________________________________

Evasion (Ex):
Fast Movement (Ex):
Favored Enemy (Ex):
Rage (Ex):
Swift Tracker (Ex):
Uncanny Dodge (Ex):
Wild Empathy (Ex):









Character CL 11/CR 11
Male half-orc barbarian 2/ranger 9
CG Medium humanoid (orc)
Init +3; Senses darkvision 60 ft.; Perception +17
Languages Abyssal, Common, Orc
______________________________________________________________________________

AC 21, touch 14, flat-footed 21 (+3 Dex, +1 natural, +6 armour, +1 deflection); uncanny dodge
hp 106 (2d12+9d8+44)
Fort +14, Ref +10 (flat-footed +10); evasion, Will +7
______________________________________________________________________________

Speed 40 ft. (8 squares)
Melee +1 balanced bastard sword +19/+14/+9 (2d8+11/19-20) or
Melee +1 balanced bastard sword +17/+12/+7 (2d8+8/19-20) and +1 balanced bastard sword +17/+12 (2d8+4/19-20) or
Melee 2 +1 balanced bastard swords +15 (2d8+8/19-20 plus 2d8+4) with Dual Strike
Ranged composite longbow +14 (1d8+4/x3)
Space 5 ft.; Reach 5 ft.
Base Atk +11; Grp +18
Atk Options distracting attack, Dual Strike, favoured enemy evil outsiders +4 and fey +2, Two-Weapon Pounce
Combat Gear wand of cure light wounds (44 charges)
______________________________________________________________________________

Ranger Spells per Day 2/1 (CL 4th)
______________________________________________________________________________

Abilities Str 24, Dex 16, Con 18, Int 14, Wis 16, Cha 11
SQ evasion, fast movement, rage 1/day, swift tracker, uncanny dodge, favoured enemy evil outsiders +4 and fey +2, wild empathy +9 (+5 magical beasts)
Feats Armour Proficiency (light, medium), Dual Strike, Endurance, Improved Two-Weapon Fighting, Oversized Two-Weapon Fighting, Track, Two-Weapon Fighting, Two-Weapon Pounce, Weapon Proficiency (simple, martial, bastard sword)
Skills Acrobatics +10 (7), Athletics +21 (14), Heal +17 (14), Knowledge (nature) +16 (14), Perception +17 (14), Stealth +17 (14), Survival +17 (14)
Possessions handy haversack, +1 dagger, composite longbow (+4), +2 mithral chain shirt, +1 cloak of resistance, +2 gauntlets of ogre power, +1 amulet of natural armour, +1 ring of protection
______________________________________________________________________________

Evasion (Ex):
Fast Movement (Ex):
Favored Enemy (Ex):
Rage (Ex):
Swift Tracker (Ex):
Uncanny Dodge (Ex):
Wild Empathy (Ex):
 
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Sorcica said:
Also looking very much forward to my copy of SWSE arriving.....

Me too, though I will have to pick mine up from this cool gaming store in London (UK).

From what I've seen of the system (Saga), it will definitely add the movement, excitement and elegance to D&D combat I've been longing for.

Not to mention the nice skill system and other goodies.
 

Baby Samurai said:
And the part about a wizard being able to do more damage and still able to take a move action is my problem.

More...damage?

Power Attacking Barbarian20 with a +5 holy shock flaming greatsword of frost (and a reasonable 40 str during rage) is rolling out with around 7d6+60 and around or over +20 to hit against evil creatures.

Meteor Swarming wizard deals 24d6 to one target with a ref save for half.

7d6+60 averages to 84.5 damage.

24d6 averages to 84 damage.

Wizard's out a spell. Barb repeats next round. Caster power isn't in damage at high levels. This figure is not even considering non-core material such as Leap Attack and Frenzied Berserker PrC...I could EASILY push that damage to an average of over 200 on a charge. With Shock Trooper, his hit bonus isn't even going down. He's rolling out with over +40 to hit and dealing over 200 damage. That's enough to hit a fully buffed CR 20 dragon on a roll of 2 or higher and take out over 50% of its HP...

Plus look at all that junk on your character sheet there with the dual and triple attacks and dual wields and whatever. I don't see how that is any different from iterative attacks anyway. And how is 3 attacks at +9 (2d8+20) somehow better than 3 attacks at +19/+14/+9 (2d8+15)?
 

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