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Worse Rules that game designers have made?
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<blockquote data-quote="Andre" data-source="post: 3256624" data-attributes="member: 25930"><p>My group's solution was to eliminate iterative attacks, but add BAB to damage. It's easy to calculate. The total damage potential tends to be similar (ignoring special situations such as sneak attack damage) as iterative attacks tend to miss often. It limits the effect of Power Attack, as adding a few extra points of damage isn't as significant. It's more granular, with a boost at every increase in BAB, rather than at specific points (+6, +11, etc). We add this damage to any manufactured weapon attack, so archers get it also. As others have said, it allows tanks to move and fight at full potential. Works very well for us - and speeds up combat considerably.</p><p></p><p>For now, we've kept natural attacks as is, but I'm still kicking around ideas to limit those to one per round. Maybe a bonus to hit per extra natural attack? Creatures vary so much, we may not be able to come up with a good general guideline for them.</p><p></p><p>As for Turn Undead, the cleric simply deals hit point damage based on level, with his Cha Mod as a bonus. Turn Resistance subtracts from the total. Works nicely, without being an auto-kill except against the weakest of undead.</p></blockquote><p></p>
[QUOTE="Andre, post: 3256624, member: 25930"] My group's solution was to eliminate iterative attacks, but add BAB to damage. It's easy to calculate. The total damage potential tends to be similar (ignoring special situations such as sneak attack damage) as iterative attacks tend to miss often. It limits the effect of Power Attack, as adding a few extra points of damage isn't as significant. It's more granular, with a boost at every increase in BAB, rather than at specific points (+6, +11, etc). We add this damage to any manufactured weapon attack, so archers get it also. As others have said, it allows tanks to move and fight at full potential. Works very well for us - and speeds up combat considerably. For now, we've kept natural attacks as is, but I'm still kicking around ideas to limit those to one per round. Maybe a bonus to hit per extra natural attack? Creatures vary so much, we may not be able to come up with a good general guideline for them. As for Turn Undead, the cleric simply deals hit point damage based on level, with his Cha Mod as a bonus. Turn Resistance subtracts from the total. Works nicely, without being an auto-kill except against the weakest of undead. [/QUOTE]
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