Removing Iterative Attacks in Favor of Action Points...

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First Post
So in an upcoming campaign (not sure when, but upcoming) I want to make a few house ruled changes... One of them being that I'd like to remove iterative attacks. Instead, I'd like to use the action point system bonus attacks.

I'm thinking of making the cost slightly higher, however, but it would reduce at the points in which a character would normally get a bonus attack... Say 3 action points to start, reduced by 1 for each iterative attack you would normally get?

Any thoughts?
 

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Well, for one, the elimination of iterative attacks would make the current incarnations of spells such as haste and righteous wrath of the faithful significantly more powerful. In fact, it would serve to make spellcasting in general more powerful in relation to tanking, as spellcasters generally don't rely on multiple attacks to remain effective.
 

useridunavailable said:
Well, for one, the elimination of iterative attacks would make the current incarnations of spells such as haste and righteous wrath of the faithful significantly more powerful. In fact, it would serve to make spellcasting in general more powerful in relation to tanking, as spellcasters generally don't rely on multiple attacks to remain effective.

Good point.
 

At any rate, I'm sure there has to be a way to do it fairly, and I'd consider it worth the effort for the amount of simplification it would achieve. Other mechanics which would receive relative power boosts from such a change include Flurry of Blows (a good thing, IMO), Rapid Shot, Manyshot, and TWF (not necessarily so good). Because of the amount by which it would weaken Fighter types who didn't want to go the TWF or archery routes by making them pay extra to do things which the game is "balanced" around them being able to do, there would need to be some serious changes made in order to maintain any semblance of said balance. I would start by toying with the idea of adding BAB (or some fraction or multiple thereof) to damage. Of course, the fact that characters would be able to spend hero points to overcome the limitation would make it really hard to balance such a mechanic. =/
 

It's weird how toying with the combat system really throws fighters out of whack... Well I guess not so weird since thats what the class is based around... But still.

I'm also toying with the idea of messing with how AC is generated, but it will probably wonk the fighter as well as it would effectively raise people's AC each level.

Maybe Fighter's SHOULD have a damage bonus then.. hrmm
 

How are you going to compensate fighter-types for the loss of their major shtick? They can no longer deal anywhere near as mch damage. You're shifting the balance at high levels way towards the mages. And aremonsters still going to get multiple attacks?
 

Quartz said:
How are you going to compensate fighter-types for the loss of their major shtick? They can no longer deal anywhere near as mch damage. You're shifting the balance at high levels way towards the mages. And aremonsters still going to get multiple attacks?

Well partially they get a cheaper buy to get extra attacks... Since the normally would get a second attack the cost to buy it from the action points is cheaper.
 

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