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The Society of 3.5 Revisionists
Reducing iterative attacks
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<blockquote data-quote="Hawken" data-source="post: 4598320" data-attributes="member: 23619"><p>What about eliminating iterative attacks altogether?</p><p></p><p>What I mean is that instead of getting extra attacks at +6, +11 and +16--I don't know anything about that +5, +10 stuff, so I'm going by 3.5 raw here--you get an extra die of damage with a successful attack. </p><p></p><p>So, at +6 BAB, the character gets to add an extra die to his damage roll. If he's using a dagger, he does 2d4 damage; longsword, 2d8; then add in whatever modifiers. The second die represents an extra attack , so damage from external sources (such as the Shock property of an enchanted weapon) would also be added, but damage intrinsic to the character (Str, weapon specialization, sneak attack), would not be added but would be considered to be part of the extra damage.</p><p></p><p>I haven't run the numbers or anything like that, but at face value it seems like a good way to make multiple attacks important while also eliminating extra rolls (or at least extra attack rolls). </p><p></p><p>In the case of two weapon fighting, I would suggest a separate attack roll for that and for the Improved, Greater and Perfect versions, add extra die of damage as if the better feats were iterative attacks. </p><p></p><p>So: A 13th level Fighter with Greater Two Weapon Fighting, would get 2 attack rolls on a full attack; one with his primary weapon and a second with his off-hand. If successful, these attacks would inflict 2 extra dice of damage. </p><p></p><p>A Monk could be treated similarly when flurrying: He still takes the -2 (or -1 or -0) to his attack roll, but if successful, he inflicts an extra die of damage per extra attack granted by the flurry. To reduce/prevent brokenness, I would suggest disallowing the extra attack(s) from two weapon fighting when the Monk flurries. </p><p></p><p>Something I just thought of too: Allow the Fighter to gain his extra die at +5, +10, +15 and +20 instead of 6, 11, and 16. Something ONLY for Fighters too. Like it could be a class ability they get at that level of Fighter. This would prevent people from dipping into Fighter just for this treat and reward those who stick with Fighter the entire way.</p></blockquote><p></p>
[QUOTE="Hawken, post: 4598320, member: 23619"] What about eliminating iterative attacks altogether? What I mean is that instead of getting extra attacks at +6, +11 and +16--I don't know anything about that +5, +10 stuff, so I'm going by 3.5 raw here--you get an extra die of damage with a successful attack. So, at +6 BAB, the character gets to add an extra die to his damage roll. If he's using a dagger, he does 2d4 damage; longsword, 2d8; then add in whatever modifiers. The second die represents an extra attack , so damage from external sources (such as the Shock property of an enchanted weapon) would also be added, but damage intrinsic to the character (Str, weapon specialization, sneak attack), would not be added but would be considered to be part of the extra damage. I haven't run the numbers or anything like that, but at face value it seems like a good way to make multiple attacks important while also eliminating extra rolls (or at least extra attack rolls). In the case of two weapon fighting, I would suggest a separate attack roll for that and for the Improved, Greater and Perfect versions, add extra die of damage as if the better feats were iterative attacks. So: A 13th level Fighter with Greater Two Weapon Fighting, would get 2 attack rolls on a full attack; one with his primary weapon and a second with his off-hand. If successful, these attacks would inflict 2 extra dice of damage. A Monk could be treated similarly when flurrying: He still takes the -2 (or -1 or -0) to his attack roll, but if successful, he inflicts an extra die of damage per extra attack granted by the flurry. To reduce/prevent brokenness, I would suggest disallowing the extra attack(s) from two weapon fighting when the Monk flurries. Something I just thought of too: Allow the Fighter to gain his extra die at +5, +10, +15 and +20 instead of 6, 11, and 16. Something ONLY for Fighters too. Like it could be a class ability they get at that level of Fighter. This would prevent people from dipping into Fighter just for this treat and reward those who stick with Fighter the entire way. [/QUOTE]
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