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[Spes Magna] Making Craft Work (see last post)
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<blockquote data-quote="Mark Chance" data-source="post: 5033677" data-attributes="member: 2795"><p>One widely perceived problem with 3.5E combat is the drag on play created by PCs with iterative attacks. This comes beyond just the extra die rolls to determine attack success. Iterative attacks also had variable attack bonuses. I’ve seen more than one player with a mid- to high-level character have to break out a matrix to figure out his PC’s various attack bonuses. Fencing & Firearms uses OGC from <a href="http://www.badaxegames.com/2009/08/31/trailblazer-now-available/" target="_blank">Trailblazer</a> by Bad Axe Games to help solve this problem. Here’s how it works:</p><p></p><p><span style="color: yellow">If you get more than one attack per round because your base attack bonus is high enough, because you fight with two weapons or a double weapon or for some special reason you must use a full-round action to get your additional attacks.</span></p><p><span style="color: yellow"></span></p><p><span style="color: yellow"><strong>Base Attack Bonus</strong></span></p><p><span style="color: yellow">If your base attack bonus is +6 or higher, you can make two attacks per round with a full attack:</span></p><p><span style="color: yellow"></span></p><p><span style="color: yellow">* When your BAB equals +6, you get a second attack, but both attacks suffer a -2 penalty instead of +0/-5).</span></p><p><span style="color: yellow">* When your BAB equals +11, the penalty drops to -1/-1 (instead of 0/-5/-10).</span></p><p><span style="color: yellow">* When your BAB equals +16, the penalty drops to -0/-0 (instead of 0/-5/-10/-20).</span></p><p></p><p>Another perceived weakness is that saving throw DCs don’t scale well, especially at mid- to high-level play. In other words, it gets increasingly easier to make saving throws against higher-level spells. <em>F&F</em> gives spellcasters something like a full-attack option when casting. Let’s take a look:</p><p></p><p><span style="color: yellow"><strong>Cast a Spell</strong></span></p><p><span style="color: yellow">If your caster level is 6th or higher, you can use a full-round action to cast any spell that has a normal casting time of one standard action. Doing so increases either the spell’s save DC or to your caster level check to overcome spell resistance (your choice when casting the spell).</span></p><p><span style="color: yellow"></span></p><p><span style="color: yellow">* If you caster level is 6th or higher, you gain either a +1 bonus to the save DC or your caster level to overcome spell resistance.</span></p><p><span style="color: yellow">* If you caster level is 11th or higher, you gain either a +2 bonus to the save DC or your caster level to overcome spell resistance.</span></p><p><span style="color: yellow">* If you caster level is 16th or higher, you gain either a +3 bonus to the save DC or your caster level to overcome spell resistance.</span></p></blockquote><p></p>
[QUOTE="Mark Chance, post: 5033677, member: 2795"] One widely perceived problem with 3.5E combat is the drag on play created by PCs with iterative attacks. This comes beyond just the extra die rolls to determine attack success. Iterative attacks also had variable attack bonuses. I’ve seen more than one player with a mid- to high-level character have to break out a matrix to figure out his PC’s various attack bonuses. Fencing & Firearms uses OGC from [url=http://www.badaxegames.com/2009/08/31/trailblazer-now-available/]Trailblazer[/url] by Bad Axe Games to help solve this problem. Here’s how it works: [color=yellow]If you get more than one attack per round because your base attack bonus is high enough, because you fight with two weapons or a double weapon or for some special reason you must use a full-round action to get your additional attacks. [b]Base Attack Bonus[/b] If your base attack bonus is +6 or higher, you can make two attacks per round with a full attack: * When your BAB equals +6, you get a second attack, but both attacks suffer a -2 penalty instead of +0/-5). * When your BAB equals +11, the penalty drops to -1/-1 (instead of 0/-5/-10). * When your BAB equals +16, the penalty drops to -0/-0 (instead of 0/-5/-10/-20).[/color] Another perceived weakness is that saving throw DCs don’t scale well, especially at mid- to high-level play. In other words, it gets increasingly easier to make saving throws against higher-level spells. [i]F&F[/i] gives spellcasters something like a full-attack option when casting. Let’s take a look: [color=yellow][b]Cast a Spell[/b] If your caster level is 6th or higher, you can use a full-round action to cast any spell that has a normal casting time of one standard action. Doing so increases either the spell’s save DC or to your caster level check to overcome spell resistance (your choice when casting the spell). * If you caster level is 6th or higher, you gain either a +1 bonus to the save DC or your caster level to overcome spell resistance. * If you caster level is 11th or higher, you gain either a +2 bonus to the save DC or your caster level to overcome spell resistance. * If you caster level is 16th or higher, you gain either a +3 bonus to the save DC or your caster level to overcome spell resistance.[/color] [/QUOTE]
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