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*Pathfinder & Starfinder
No Iterative Attacks in D&D
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<blockquote data-quote="Flynn" data-source="post: 3527309" data-attributes="member: 1836"><p>Nope, it hasn't been discussed yet, to my knowledge. Essentially, though, there are two possibilities with sneak attack that apply here:</p><p>1) conditions where only the first attack gets the bonus sneak attack damage; and</p><p>2) conditions where all attacks get the bonus sneak attack damage.</p><p></p><p>If it's the first possibility, then just adding the sneak attack damage works. They would have only gotten the damage once anyway.</p><p></p><p>If it's the second possibility, then you have do come up with a way of handling it. I currently am planning on ignoring this possibility and handle all sneak attack situations as if they were the first option.</p><p></p><p>However, that doesn't address your concerns. Here's a possible solution that might:</p><p></p><p>Based on the average percent chances of hitting, you could count the number of attacks that would have struck with sneak attack damage, then multiply the number of dice by the appropriate modifier below (round all fractions down, if you want to follow v3.5 logic, or round off if you want to give sneak attacking assassins a break against your PCs):</p><p>1 attack = x1</p><p>2 attacks = x1.5</p><p>3 attacks = x1.8</p><p>4 attacks = x2.1</p><p></p><p>Alternately, you could use different dice and it would work out pretty well. Do the same as above, except that you should replace each 1d6 of sneak attack with the following:</p><p>1 attack = 1d6</p><p>2 attacks = 1d10</p><p>3 attacks = 1d12</p><p>4 attacks = 2d6</p><p></p><p>I don't want to have to track it myself, but this would cover your bases pretty well if you want to for your game.</p><p></p><p>The same could be used for weapons that deal additional energy-based damage.</p><p></p><p>Hope this helps,</p><p>Flynn</p></blockquote><p></p>
[QUOTE="Flynn, post: 3527309, member: 1836"] Nope, it hasn't been discussed yet, to my knowledge. Essentially, though, there are two possibilities with sneak attack that apply here: 1) conditions where only the first attack gets the bonus sneak attack damage; and 2) conditions where all attacks get the bonus sneak attack damage. If it's the first possibility, then just adding the sneak attack damage works. They would have only gotten the damage once anyway. If it's the second possibility, then you have do come up with a way of handling it. I currently am planning on ignoring this possibility and handle all sneak attack situations as if they were the first option. However, that doesn't address your concerns. Here's a possible solution that might: Based on the average percent chances of hitting, you could count the number of attacks that would have struck with sneak attack damage, then multiply the number of dice by the appropriate modifier below (round all fractions down, if you want to follow v3.5 logic, or round off if you want to give sneak attacking assassins a break against your PCs): 1 attack = x1 2 attacks = x1.5 3 attacks = x1.8 4 attacks = x2.1 Alternately, you could use different dice and it would work out pretty well. Do the same as above, except that you should replace each 1d6 of sneak attack with the following: 1 attack = 1d6 2 attacks = 1d10 3 attacks = 1d12 4 attacks = 2d6 I don't want to have to track it myself, but this would cover your bases pretty well if you want to for your game. The same could be used for weapons that deal additional energy-based damage. Hope this helps, Flynn [/QUOTE]
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No Iterative Attacks in D&D
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