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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
suggestions for 4e ideas easy enough to HR now?
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<blockquote data-quote="evilbob" data-source="post: 3952784" data-attributes="member: 9789"><p>Another interesting idea is the thought of taking away iterative attacks. I'm guessing the advantages are that it would speed up play significantly, especially at high levels, and it would make combat less about "hit + move" or "multiple hits without moving" as your only two choices, and make you really think more about what else you'd -do- with a move action (although I can tell this plays more heavily into why you'd reduce AoO causes). The way it could work could probably be simplified to: for every iterative attack you would have had, just roll another die. Take the best result. So at high levels, you'd have 4 chances to do really well.</p><p></p><p>Two downsides that I can think of quickly are that after you get to +6 BAB you can pretty much say goodbye to critical failures (which honestly, is not that much of a downside), and the fact that most monsters do not use BAB to determine their total attacks. A monster with two claws and a bite vs. a PC with 3 iterative attacks seems fair; that same mob vs. a PC with one really good chance to hit is probably not. The PC still won't do enough damage fast enough with their single hit. In high level games (and I'm just talking about level 15ish), you're talking about taking a fighter from easily 200+ damage a round to 60. That's a really big drop off. And you're not adjusting spells, so the 15d6 wizard who is hitting 6 guys for ~50 each just got a major boost. I guess this is one of those things that makes more sense when you're talking about "minor" enemies and "major" enemies, and when there are fewer things to cause AoOs, but otherwise while a neat idea, it still seems "hard to implement."</p></blockquote><p></p>
[QUOTE="evilbob, post: 3952784, member: 9789"] Another interesting idea is the thought of taking away iterative attacks. I'm guessing the advantages are that it would speed up play significantly, especially at high levels, and it would make combat less about "hit + move" or "multiple hits without moving" as your only two choices, and make you really think more about what else you'd -do- with a move action (although I can tell this plays more heavily into why you'd reduce AoO causes). The way it could work could probably be simplified to: for every iterative attack you would have had, just roll another die. Take the best result. So at high levels, you'd have 4 chances to do really well. Two downsides that I can think of quickly are that after you get to +6 BAB you can pretty much say goodbye to critical failures (which honestly, is not that much of a downside), and the fact that most monsters do not use BAB to determine their total attacks. A monster with two claws and a bite vs. a PC with 3 iterative attacks seems fair; that same mob vs. a PC with one really good chance to hit is probably not. The PC still won't do enough damage fast enough with their single hit. In high level games (and I'm just talking about level 15ish), you're talking about taking a fighter from easily 200+ damage a round to 60. That's a really big drop off. And you're not adjusting spells, so the 15d6 wizard who is hitting 6 guys for ~50 each just got a major boost. I guess this is one of those things that makes more sense when you're talking about "minor" enemies and "major" enemies, and when there are fewer things to cause AoOs, but otherwise while a neat idea, it still seems "hard to implement." [/QUOTE]
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