Re: Re: Number of attacks/round
Ravellion said:
a) unnecessary
Response: True, but all rules are unnecessary. Since "unnecessary" is a conclusory statement, I really can't get much out of it.
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b) unbalanced
Response: I don't think so. Again, this is conclusory, so I can't really get much out of it.
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c) a bookkeeping nightmare, with way too many dice rolled per character
Response: The number of dice rolls will probably increase, but that has very little to do with bookkeeping. On paper, it is actually easier. I suppose you could write a +0/-5/-10/-15... string across a page and put your attack modifier above it. When you decide to make each attack, you apply the appropriate modifier. That is a tiny bit more bookkeeping than now, but I'm not sure that every player would need it. In any case, the more I think about it, the less interested I think I would be in making more than 4 attacks/round (the rest would be better saved for AoO, with the rare exceptional cases when you want to make a bunch of attacks against creatures with pathetic ACs). Furthermore, the number of attacks/round that you settle on doesn't have to be checked against BAB or any other table. You simply make sure it is less than DEX/2. That's less work.
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d) unfair for non humanoids with low dex (Dragons for instance would only get 5 attacks as opposed to their current possible six)
Response: I think this is simply a misunderstanding that came from my not explaining more clearly. You get to add your additional attack forms. The BAB-related number of attacks are replaced with DEX/2. More attacks at -5/attack/attack doesn't help that much, since the latter attacks are often more likely to result in a fumble than a hit. That shouldn't effect non-humanoids anymore than it effects humanoids.
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e) greatly increase randomness in combat, with everyone making 6 to 14 attacks, simply hoping for a natural 20 to incease the chances of hitting.
Response: It only increases randomness if you aren't careful. Not a bad thing, IMO. So, if a player (with a 1st level 12 DEX fighter) decides to swing wildly 6 times, he will be in trouble (fumbles if attack roll is negative). And on the 6th attack, at -25 to the attack roll, the character may still fumble with a natural 20 (reroll and add 20, so if he rolls a 1 the second time, the modified attack roll may be as low as -4, which is a fumble). In short, randomness *can* increase, but probably will not if players are smart.
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f) Greatly reduce survival chances of low level PCs.
Response: I don't understand why. Perhaps you mean because there are more attacks? Assuming there are, it simply speeds combat. Everybody gets more attacks if they want them. I suppose the DM might have to explain to the players that they should consider making only one attack per round to avoid fumbling, but that should become apparent after a single round.
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g) Put too much emphasis on the full attack on low level, making movement mostly moot.
Response: The rule places no more emphasis on the full attack than is placed on it now at mid- to high-level. The increased attractiveness of movement at low levels is due to a game mechanic (low level characters only get 1 attack in full attack and only one attack if they move). I don't see this as a positive effect. In fact, just the opposite.
Thanks!