phindar said:I'd have to agree. Dropping the STR bonus does make WF much more competative with regular Rage.
EditorBFG said:So far it seems like the major fix options are:
A) The second attack cannot be made against the same target as the first
B) The second attack can only be gained with a full-round action (which, it seems, may be implicit in the existing rules)
C) All of the above
Any others?
If you need a 16 to hit the Big Bad normally with your best iterative for a full BAB class like Barbarian with reasonable Strength, the game is probably out of whack. It is generally balanced lower so that primary attacks of full-BAB characters who aren't Power Attacking are likely, so they can shine vis-a-vis the medium BAB--think of the poor Monk! If you're playing with critters that, as you claim, require a 16 for the Barbarian to hit out of rage, that means that the Monk probably needs a 20 (Monks must spread out stats and tend to have lower in their key attack roll stat than Barbarians, and the medium BAB takes care of the rest).brehobit said:Say you've got a barbarian with a 16 STR (about average IME at lower levels) and you are trying to pick between WF and Rage. Say you expect that you need a 12, on the average to hit without rage and you do 2d6+4 damage (11 average) normally. All these seem about right.
With no rage/WF you get .45*11 for your average damage = 4.95
With rage you get .55*14 = 7.7
With WF you get 2*.35*11. = 7.7
Looks good so far on damage. I'm willing to say that the other differences (AC, hit points, will save, duration of rage) come out in favor of WF by a small amount (+4 AC is nice, but +2 will save, +2 hit points/level and +2 rounds of rage is also nice)
The problem is that rage usually gets used against your big baddy, so you generally see a higher AC. If you need a 16 initially, things get ugly:
no rage/WF: .25*11 = 2.75
rage: .35*14 = 4.9
WF: 2*.15*11 = 3.3
And if you need a 18 (without rage) the WF barbarian will do more damage by not being in a WF.
When you add in iterative attacks it gets even worse for WF. Maybe drop the STR bonus for WF to +2 would be a good compromise. I still like the idea of the 2nd attack having to be used against a different target. IME that will limit when WF is useful, but it will be obvious to the barbarian when to use it in-character (rather than needing to know AC to know if it is good idea or not...)
Mark
The best AC for a CR 3 creature I can find is AC 20. At first level, where a CR 3 encounter is reasonable as the "boss" the barbarian with a STR of 16 will need a 16 to hit. I agree, as levels go up the number needed for the first attack will generally drop.Rystil Arden said:If you need a 16 to hit the Big Bad normally with your best iterative for a full BAB class like Barbarian with reasonable Strength, the game is probably out of whack. It is generally balanced lower so that primary attacks of full-BAB characters who aren't Power Attacking are likely, so they can shine vis-a-vis the medium BAB--think of the poor Monk! If you're playing with critters that, as you claim, require a 16 for the Barbarian to hit out of rage, that means that the Monk probably needs a 20 (Monks must spread out stats and tend to have lower in their key attack roll stat than Barbarians, and the medium BAB takes care of the rest).
Ah, yes. I agree that at level 1 or so, things can be quite wonky, but of course there are a great many things that change after that (and as you mention, iteratives are in favour of the non-WF, but that is also when the rolls needed to hit bosses with early attacks drop). Admittedly, party buffs or Weapon Focus could make the odds a bit better for the level 1 full-BAB guy, but I'll readily admit that a base +4 is fairly average for such a character. Still, if AC 20 is the highest of them all, I'd say it is not the norm to need such a roll--to be sure a few times it will come up and give the touch-attack / saving-throw casters a chance to shine, but if every boss at low levels is at the highest of its AC range, that's pretty nasty of the GM.brehobit said:The best AC for a CR 3 creature I can find is AC 20. At first level, where a CR 3 encounter is reasonable as the "boss" the barbarian with a STR of 16 will need a 16 to hit. I agree, as levels go up the number needed for the first attack will generally drop.
Mark
Rystil Arden said:...but if every boss at low levels is at the highest of its AC range, that's pretty nasty of the GM.
IanB said:Either that, or he's running a Paizo adventure!