Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
No Iterative Attacks in D&D
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Flynn" data-source="post: 3565213" data-attributes="member: 1836"><p>Part of our problem here may be underlying assumptions in regards to how these things should be calculated. I've seen mention of a number of non-SRD feats that, of course, will boost damage out of proportion to the baseline. Here's a quote from a related thread that might help clarify some thoughts on the baseline itself.</p><p></p><p></p><p></p><p>If you just look at the percentages to hit over a range of 1 to 20 on the die roll (so we're only looking at the percentage of success and the numbers and AC don't matter), and calculate basic percentages of success, without even looking into damage, you come up with some approximate values for average damage based on the number of iterative attacks: 2 attacks = x1.5, 3 attacks = x1.8 and 4 attacks = x2.0 base average damage. With that, you can have any feats you want, and it still doesn't change what the percent of success is.</p><p></p><p>I have players that have a hard time adding up their bonuses, and they never write them down, so we have to add them up every time. Moving to non-iterative attacks works for me as a means of resolving that issue. Of course, if they can't add very well and remember it, then multiplying is out of the question. I am willing to make a few sacrifices to accomodate the simplification process. For the tendencies of my players and the feats I allow in game, the following including a list of my basic assumptions:</p><p></p><p>-There are no iterative attacks. If someone wants an extra attack, they can spend an action point to get it at a dramatically appropriate moment of their choosing.</p><p></p><p>-Two-weapon fighting still exists and both hands take the same penalty. (-8/-4, or -4/-2 with TWF). Fighting with more than one weapon is a full-round action.</p><p></p><p>-Characters and creatures add their BAB as bonus damage on non-natural attacks. Unarmed combat, such as a monk's unarmed attack, counts as a non-natural attack for these purposes. (Alternately, one could multiply the attacks damage by the x1.5, x1.8, and x2.0 numbers mentioned above, but I don't want the complications for my players.)</p><p></p><p>-2 x Str bonus to damage when wielding two-handed weapon; 1 x Str bonus damage for one-handed weapons.</p><p></p><p>-Creatures get the full range of natural attacks, but only as a full-round action. The primary attack is adjusted down by -5 (-2 with multiattack) to reflect the use of universally applied attack penalties.</p><p></p><p>-DR is kept the same. Yeah, it makes higher level characters more effective against creatures with DR, but I'm okay with that. (Alternately, one could multiply DR by the x1.5, x1.8, and x2.0 numbers mentioned above.)</p><p></p><p>-Sneak attacks and bonus weapon damage dice remain the same. (Alternately, one could up each d6 to d8 at +6 BAB, d10 at +11 BAB, and 2d6 at +15 BAB; and up each d10 to 2d6 at +6 BAB, 2d8 at +11 BAB, and 2d10 at +16 BAB.)</p><p></p><p>My approach won't reproduce a high level barbarian raging with tons of feats that maximize his damage and all that, but I'm okay with that, because I may not run a 20th level barbarian with all those complications for quite some time.</p><p></p><p>Hope that helps,</p><p>Flynn</p></blockquote><p></p>
[QUOTE="Flynn, post: 3565213, member: 1836"] Part of our problem here may be underlying assumptions in regards to how these things should be calculated. I've seen mention of a number of non-SRD feats that, of course, will boost damage out of proportion to the baseline. Here's a quote from a related thread that might help clarify some thoughts on the baseline itself. If you just look at the percentages to hit over a range of 1 to 20 on the die roll (so we're only looking at the percentage of success and the numbers and AC don't matter), and calculate basic percentages of success, without even looking into damage, you come up with some approximate values for average damage based on the number of iterative attacks: 2 attacks = x1.5, 3 attacks = x1.8 and 4 attacks = x2.0 base average damage. With that, you can have any feats you want, and it still doesn't change what the percent of success is. I have players that have a hard time adding up their bonuses, and they never write them down, so we have to add them up every time. Moving to non-iterative attacks works for me as a means of resolving that issue. Of course, if they can't add very well and remember it, then multiplying is out of the question. I am willing to make a few sacrifices to accomodate the simplification process. For the tendencies of my players and the feats I allow in game, the following including a list of my basic assumptions: -There are no iterative attacks. If someone wants an extra attack, they can spend an action point to get it at a dramatically appropriate moment of their choosing. -Two-weapon fighting still exists and both hands take the same penalty. (-8/-4, or -4/-2 with TWF). Fighting with more than one weapon is a full-round action. -Characters and creatures add their BAB as bonus damage on non-natural attacks. Unarmed combat, such as a monk's unarmed attack, counts as a non-natural attack for these purposes. (Alternately, one could multiply the attacks damage by the x1.5, x1.8, and x2.0 numbers mentioned above, but I don't want the complications for my players.) -2 x Str bonus to damage when wielding two-handed weapon; 1 x Str bonus damage for one-handed weapons. -Creatures get the full range of natural attacks, but only as a full-round action. The primary attack is adjusted down by -5 (-2 with multiattack) to reflect the use of universally applied attack penalties. -DR is kept the same. Yeah, it makes higher level characters more effective against creatures with DR, but I'm okay with that. (Alternately, one could multiply DR by the x1.5, x1.8, and x2.0 numbers mentioned above.) -Sneak attacks and bonus weapon damage dice remain the same. (Alternately, one could up each d6 to d8 at +6 BAB, d10 at +11 BAB, and 2d6 at +15 BAB; and up each d10 to 2d6 at +6 BAB, 2d8 at +11 BAB, and 2d10 at +16 BAB.) My approach won't reproduce a high level barbarian raging with tons of feats that maximize his damage and all that, but I'm okay with that, because I may not run a 20th level barbarian with all those complications for quite some time. Hope that helps, Flynn [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
No Iterative Attacks in D&D
Top