Re: D&D, multiple attacks, and an alternative
Posted: Thu Oct 14, 2021 8:31 pm
That's funny, because that's not at all what I've gathered from this thread.
In 3.5, warriors are underpowered relative to wizards/clerics. Giving them 'extra' abilities can help to narrow that gap. House rules can further narrow the gap (ie, allowing a full attack to happen with a standard action, and allowing a character to attack at multiple points during a move), but these changes can have pretty big downstream effects. Focus on what your desired result is and work from there. If you can't clearly state your desired result, you should not be trying to state an ideal. Allowing a person with two-weapon fighting to 'nova' every other round, or a fighter with a +6/+1 attack bonus to 'nova' every round may not be what you want - so before you say '+1 point per success, nova costs 2 points', actually decide if that's what you WANT.
Damage output isn't the end-all be-all of combat. A wizard can launch a 10d6 fireball in a huge area. They can also do area denial (like web or entangle. It doesn't take too much to do both. With a warrior, you have to spare a moment to consider whether the attack 'makes sense' to you and to other people. Most people are okay with the idea of doing one attack to every creature in reach (whirlwind attack - up to 8 targets in a 5' reach) but don't like the idea of doing 8 attacks against a single creature. It's absolutely okay to allow warriors to impart a status effect in addition to or in lieu of damage; you just want to make sure you 'cost it' appropriately.
In my mind, if I were going for something similar to what you've described, I would allow them to spend small number of points for a boost, and larger number of points for a bigger boost. Then I would decide what would give them points. A successful maneuver (like disarm) might give them points; a successful attack might give them +1 point and a critical hit might give them +2 points. Getting wounded (bloodied) might give them +4 points. Then using those points would give them +1d10 damage per point. Every point value I award incentivizes that behavior; the more points the more it is rewarded. Giving +4 points for being 'bloodied' encourages warriors to 'trade blows' but that might not be what you want. Deciding if they only get points for melee attacks (or can only spend points on melee attacks) also has a major impact on how this class plays.
You have to decide what you want the character to do before you can decide how to create mechanics around it. 6 pages and about as many threads and you haven't actually done that.
In 3.5, warriors are underpowered relative to wizards/clerics. Giving them 'extra' abilities can help to narrow that gap. House rules can further narrow the gap (ie, allowing a full attack to happen with a standard action, and allowing a character to attack at multiple points during a move), but these changes can have pretty big downstream effects. Focus on what your desired result is and work from there. If you can't clearly state your desired result, you should not be trying to state an ideal. Allowing a person with two-weapon fighting to 'nova' every other round, or a fighter with a +6/+1 attack bonus to 'nova' every round may not be what you want - so before you say '+1 point per success, nova costs 2 points', actually decide if that's what you WANT.
Damage output isn't the end-all be-all of combat. A wizard can launch a 10d6 fireball in a huge area. They can also do area denial (like web or entangle. It doesn't take too much to do both. With a warrior, you have to spare a moment to consider whether the attack 'makes sense' to you and to other people. Most people are okay with the idea of doing one attack to every creature in reach (whirlwind attack - up to 8 targets in a 5' reach) but don't like the idea of doing 8 attacks against a single creature. It's absolutely okay to allow warriors to impart a status effect in addition to or in lieu of damage; you just want to make sure you 'cost it' appropriately.
In my mind, if I were going for something similar to what you've described, I would allow them to spend small number of points for a boost, and larger number of points for a bigger boost. Then I would decide what would give them points. A successful maneuver (like disarm) might give them points; a successful attack might give them +1 point and a critical hit might give them +2 points. Getting wounded (bloodied) might give them +4 points. Then using those points would give them +1d10 damage per point. Every point value I award incentivizes that behavior; the more points the more it is rewarded. Giving +4 points for being 'bloodied' encourages warriors to 'trade blows' but that might not be what you want. Deciding if they only get points for melee attacks (or can only spend points on melee attacks) also has a major impact on how this class plays.
You have to decide what you want the character to do before you can decide how to create mechanics around it. 6 pages and about as many threads and you haven't actually done that.