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What needs to be fixed/improved in d20 Modern?
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<blockquote data-quote="Nadaka" data-source="post: 4348137" data-attributes="member: 14651"><p>THe black Kestrel: you are forgetting a few things.</p><p></p><p>1: using iron fist gives a max of +6 damage under standard rules (average of just under +5).</p><p>2: tanks have a defense of 6.</p><p></p><p></p><p>8 strong/2 soldier/10 MA</p><p>Damage:</p><p>starting str 17, +5 levels = 22 +6.</p><p>+3 melee smash</p><p>+2 weapon specialization</p><p>(+2) ignore hardness.</p><p>(+1d4) streatfighting 1/round</p><p></p><p>Attack bonus:</p><p>+19 BAB</p><p>+6 str</p><p>+2 improved brawl (by raw the +2 applies to all unarmed attacks, not just non lethal)</p><p>+1 weapon focus</p><p>Total attack bonus = +28</p><p>attack sequence is:</p><p>+28/+23/+18/+13</p><p>or +26/+26/+21/+16/+11 with flurry</p><p>pr +24/+24/+24/+19/+14/+9 with flurry and TWF (by RAW they can be used together.</p><p></p><p>Damage = 1d10+6+3+2~5 = ~21.5 damage vs 18 hardness.</p><p></p><p>But wait... we have sunder, and that doubles our damage!</p><p></p><p>~43 damage vs 18 hardness = ~25 damage per hit.</p><p></p><p>Now, we only miss on a 1 while performing a double fisted monkey style attack, if all attacks hit we 152.5 damage! assuming a 5% failure rate our average damage is measly ~144.875. Congratulations, we have, not only disabled a main battle tank, but have irreparably destroyed it as well. Note that with power attack I could squeeze an extra 24 damage without loosing any accuracy at all.</p><p></p><p>But there is more! What if you do not want to wait a whole round? but instead you want to kill the tank in one mighty blow? we can do that too.</p><p></p><p>For this we will need to charge and use power attack.</p><p>We get to add a +2 to hit, and +10 to damage from the charge using the MA ability "flying kick".</p><p>Then we pump all 19 BAB into power attack.</p><p></p><p>This gives us an attack bonus of +11, more than enough to hit with 95% accuracy against a defense of 6.</p><p></p><p>Damage = (1d10+6+3+2~5+10+19+1d4)*2 = ~106 damage vs 18 hardness.</p><p>Oh!!!!! Not only is this kick strong enough to disable the tank, but its going to explode in 1d6 rounds as well. Isn't that swell?</p><p></p><p>Even if your DM insists that improved brawl does not grant +2 to hit with all unarmed strikes, it doesn't matter. We still have 95% hit chance on all attacks. And honestly, the iron fist isn't even needed either. In the full round attack we still deal ~92 damage and in the second we still deal ~86 damage.</p></blockquote><p></p>
[QUOTE="Nadaka, post: 4348137, member: 14651"] THe black Kestrel: you are forgetting a few things. 1: using iron fist gives a max of +6 damage under standard rules (average of just under +5). 2: tanks have a defense of 6. 8 strong/2 soldier/10 MA Damage: starting str 17, +5 levels = 22 +6. +3 melee smash +2 weapon specialization (+2) ignore hardness. (+1d4) streatfighting 1/round Attack bonus: +19 BAB +6 str +2 improved brawl (by raw the +2 applies to all unarmed attacks, not just non lethal) +1 weapon focus Total attack bonus = +28 attack sequence is: +28/+23/+18/+13 or +26/+26/+21/+16/+11 with flurry pr +24/+24/+24/+19/+14/+9 with flurry and TWF (by RAW they can be used together. Damage = 1d10+6+3+2~5 = ~21.5 damage vs 18 hardness. But wait... we have sunder, and that doubles our damage! ~43 damage vs 18 hardness = ~25 damage per hit. Now, we only miss on a 1 while performing a double fisted monkey style attack, if all attacks hit we 152.5 damage! assuming a 5% failure rate our average damage is measly ~144.875. Congratulations, we have, not only disabled a main battle tank, but have irreparably destroyed it as well. Note that with power attack I could squeeze an extra 24 damage without loosing any accuracy at all. But there is more! What if you do not want to wait a whole round? but instead you want to kill the tank in one mighty blow? we can do that too. For this we will need to charge and use power attack. We get to add a +2 to hit, and +10 to damage from the charge using the MA ability "flying kick". Then we pump all 19 BAB into power attack. This gives us an attack bonus of +11, more than enough to hit with 95% accuracy against a defense of 6. Damage = (1d10+6+3+2~5+10+19+1d4)*2 = ~106 damage vs 18 hardness. Oh!!!!! Not only is this kick strong enough to disable the tank, but its going to explode in 1d6 rounds as well. Isn't that swell? Even if your DM insists that improved brawl does not grant +2 to hit with all unarmed strikes, it doesn't matter. We still have 95% hit chance on all attacks. And honestly, the iron fist isn't even needed either. In the full round attack we still deal ~92 damage and in the second we still deal ~86 damage. [/QUOTE]
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