Iterative attacks: replacement suggestion


General Discussion (Prerelease)


The problem I have with iterative attacks is that there are way too many rolls involved.
And since we have Cleave and Whirlwind feats to take care of multiple opponents, how about replacing mechanic of iterative attacks with convenient and simplified concept.

A few advantages of new Cleave:
1. Fewer rolls with modifiers.
2. 2+ highest BAB attacks... much more useful against swarms of enemies.
3. Against mooks, use with Power Attack for maximum effectiveness (remember, your BAB does not drop as with iterative attacks).

ITERATIVE ATTACKS MANOEUVER
Concept: iterative attacks with fewer rolls.

Full attack action.

Prerequisites: BAB 6+.

Benefit: If you hit with full attack action, multiply your base weapon damage by your attack total. Afterwards, add all damage modifiers as normal.
If you scored a critical hit with your weapon, do not multiply your base weapon damage. Instead, calculate your damage normally as per standard critical hit. Then use your attack total decreased by one to multiply your base weapon damage and add to damage total.

Attack total includes your iterative attacks and attacks added by spell effects like Haste.
Base weapon damage is weapon damage listed Table 7-5 in Dmg (S) or Dmg (M) columns.

Formula:
((Iterative attacks + Additional attacks from spell effects) * Base weapon damage)

Formula for critical hits:
(Standard critical hit damage) + ((Iterative attacks - 1 + Additional attacks from spell effects) * Base weapon damage)

Example:
Hasted Paladin with Str 18, BAB 11 and Medium Greatsword +2.

2d6 [Weapon base damage]
+2 [Weapon enchantment]
+4 [Strength bonus]
3 [Iterative attacks]
1 [Haste bonus attack]
x2 [Critical multiplier]

Total damage from successful hit:
4 * (2d6) + 2 + 4

Total damage from successful critical hit:
2 * (2d6 +2 + 4) + 3 * (2d6)

Advantages of this solution:
- further iterative attack become actually effective
- melee fighter with lower Strength becomes actually a viable option
- no more Flurry of Misses for Monks
- fewer rolls - should really speed up combat round for some fighters
- improved synergy with Power Attack

Disadvantages:
- works only on a single target
- high Str types may be actually disappointed

Regards,
Ruemere

Grand Lodge

ummmmmm sorry, but you lost me. I dozed off somewhere in there. That is way too complicated to read.

My first question is this: What problem does multiple dice rolls present?

Commonly a Fighter gets 4 attacks only when he is 16th level or higher. Dual wielding can add a few extra attacks. So let's say the Fighter gets to attack 6 times. By 16th level most fighter players will have picked up extra and matching dice. So, he rolls 6 d20s and 6 d8s at once then matches the damage dice to the attack dice. He adds up the damage dice that scored a hit and he's done. Add an extra die for say flaming sword or something and potentially we have a total of about 18 dice total (could be a few more depending upon circumstances).

I have never played in a high level game where the fighter takes more time than a caster to complete his turn. So, I assume that the problem is not time. Nothing seems simpler to me than just roll a few dice and add them together for damage.

Your argument that there are too many dice rolled makes me wonder what your plan is for reducing the rolls for many spells of 8th level and higher.

For example, Prismatic Wall:
1st: roll 2d4 for rounds characters under 8HD are blinded.
2nd Caster level check for Spell Resistance
3rd: the first effect requires a Reflex save for half
4th: Caster level check for Spell Resistance
5th: second effect Reflex save for half
6th: Caster level check for Spell Resistance
7th: third effect Reflex save for half
8th: Caster level check for Spell Resistance
9th: fourth effect Fort save or die
10th: if made save roll 1d6 CON damage
11th: Caster level check for Spell Resistance
12th: fifth effect Fort save
13th: Caster level check for Spell Resistance
14th: sixth effect Will save (look up Insanity spell)
15th Caster level check for Spell Resistance
16th: seventh effect WIll save

potentially 19 dice per creature within 20 feet

and I picked that spell at random :) lol

Let's look at Sunburst a more "straightforward" spell. Everyone in a 80 ft radius makes a SR check. 80 ft radius can include a LOT of NPCs and PCs. Then everyone of them that failed on the SR must make a Reflex save. Roll anywhere from 6d6 to 25d6 (in our case 16d6 assuming no modifiers) and applying the damage based upon each NPC's and PC's Reflex roll. Destroy whatever is destroyed and negate darkness spells as appropriate. This spell is not as simple as saying X number of rolls. Let's be simple and say 3 PCs and 4 NPCs are in the effect, so we have potentially 30 dice rolled or there abouts and applied multiple times to different effects.

So, we have seen that a Fighter can roll fewer dice than a wizard of the same level (16 in this example) and in all likelihood takes a lot less time.

So, my question is simple, why should the iterative attacks be replaced?


My goal is to reduce the number of rolls occuring during resolution of the most common tasks during combat round.

In this case, since the Full Attack action is usually the best course of action, your typical 3.5 fighter with, say, three attacks, is going to perform 3 attack checks, up to three damage checks. Of those three attacks, under standard 3.5 rules, each one may produce additional attack rolls (old Cleave etc).

That's a huge time waster. And things get even more wasteful, when your characters gain benefits of additional attacks.

One-shot spells are also problematic, but there is a huge difference between something which occurs once or twice per combat and something which occurs each round.

So, the solution was to change the way iterative attacks work. In short, replace sequence of attack and damage rolls with a simple damage bonus.

To calculate the damage bonus, multiply base weapon damage by the number of your attacks. Just remember to decrease the number of attacks by one, if you scored critical hit.

regards,
Ruemere

Grand Lodge

I can see the reasoning I suppose, but disagree that it is a time waster. I have played in epic games and just have never seen the time spent on melee fighting to be an issue.

And yes, those spells are exaples of what is usually a one shot deal. However, every single round the casters have to decide what one shot spells they are going to cast, cast it and resolve the issues involved in that particular spell.

Melee combat tends to be pretty simple and is used all the time so it is familiar and takes far less time than having a huge variety of options that have to be uniquely resolved every single round.

I think high level magic is a far larger problem with wasted time than iterative attacks.


Krome wrote:

I can see the reasoning I suppose, but disagree that it is a time waster. I have played in epic games and just have never seen the time spent on melee fighting to be an issue.

And yes, those spells are exaples of what is usually a one shot deal. However, every single round the casters have to decide what one shot spells they are going to cast, cast it and resolve the issues involved in that particular spell.

Melee combat tends to be pretty simple and is used all the time so it is familiar and takes far less time than having a huge variety of options that have to be uniquely resolved every single round.

I think high level magic is a far larger problem with wasted time than iterative attacks.

How about everyone gets the same number of attacks as usual based on their BAB (6th level fighter gets 2 attacks). However rather than the person taking a cumulative -5 on each attack just apply a -5 to the BAB for all attacks when taking a full round action to attack. For example the 6th level fighter can either take ONE attack at +6 or Two attacks at +1. When he gets to 11th level and would normal 3 attacks with the following bonuses +11/+6/+1 he instead can take one attack at +11 or three attacks at +6. Basically handle it the same way most feats handle additional attacks and how Flurry of blows does it. If you make more attack the accuracy of all attacks is lower but not so low that its not worth making those attacks. -5 is a steeper penalty than say Two weapon fightings, Rapid shot and flurry of blows but still hefty enought that sometimes you might wish to forgo your extra attacks for a higher chance to hit with one attack.

Just an idea

Grand Lodge

Adventure Path Charter Subscriber

To rehash one of my previous posts on this very ubject: The last time this subject came up, I suggested making iterative attacks into feats. Below is an example of how I would structure them.

Skeld wrote:

Improved Attack [General]

Prerequisites: BAB +6.
Benefit: You gain a second attack at a -5 penalty.
Normal: Without this feat, you only get a single attack.

Greater Attack [General]
Prerequisites: BAB +11, Improved Attack.
Benefit: You gain a third attack at a -10 penalty.
Normal: Without this feat, you only get a single attack.

Superior Attack [General]
Prerequisites: BAB +16, Improved Attack, Greater Attack.
Benefit: You gain a forth attack at a -15 penalty.
Normal: Without this feat, you only get a single attack.

Doing this would necessitate some changes to the Two-Weapon Fighting feats (mainly the prerequisites, but it also touches the Ranger). Again, my thoughts are below.

Skeld wrote:

Improved Two-Weapon Fighting [General]

Prerequisites: Dex 17, BAB +6, Improved Attack, Two-Weapon Fighting
Benefit: You get a second attack with your off-hand weapon, albeit at a -5 penalty. See the Two-Weapon Fighting special attack.
Special: A fighter may select Greater Two-Weapon Fighting as one of his fighter bonus feats.
A 6th-level ranger who has chosen the two-weapon combat style has taken the Improved Attack feat is treated as having Improved Two-Weapon Fighting, even if he does not have the remaining prerequisites for it, but only when he is wearing light or no armor.

Greater Two-Weapon Fighting [General]
Prerequisites: Dex 19, BAB +11, Greater Attack, Improved Attack, Improved Two-Weapon Fighting, Two-Weapon Fighting.
Benefit: You get a third attack with your off-hand weapon, albeit at a -10 penalty. See the Two-Weapon Fighting special attack.
Special: A fighter may select Greater Two-Weapon Fighting as one of his fighter bonus feats.
An 11th-level ranger who has chosen the two-weapon combat style and has taken the Greater Attack feat is treated as having Greater Two-Weapon Fighting, even if he does not have the remaining prerequisites for it, but only when he is wearing light or no armor.

Superior Two-Weapon Fighting [General]
Prerequisites: Dex 25, BAB +16, Greater Attack, Greater Two-Weapon Fighting, Improved Attack, Improved Two-Weapon Fighting, Superior Attack, Two-Weapon Fighting.
Benefit: You get a forth attack with your off-hand weapon, albeit at a -15 penalty. See the Two-Weapon Fighting special attack.
Special: A fighter may select Greater Two-Weapon Fighting as one of his fighter bonus feats.
A 16th-level ranger who has chosen the two-weapon combat style and has taken the Superior Attack feat is treated as having Superior Two-Weapon Fighting, even if he does not have the remaining prerequisites for it, but only when he is wearing light or no armor.

Two-Weapon Rend [Combat]
Prerequisites: Dex 17, BAB +11, Double Slice, Improved Attack, Improved Two-WeaponFighting, Two-Weapon Fighting.
Benefit: If you hit an opponent with both your primary hand and your off-hand weapon, you deal an additional 1d10 points of damage plus 1-1/2 times your Strength modifier. You can only deal this additional damage once each time you use Two-Weapon Rend.

Additionally, I'd like to see Fighters get some bonus damage (similar to Rogues) to help beef-up their damage output, especially in light of removing iterative attacks. With iterative attacks gone, the Full-Round Attack option doesn't mean much since a FRA becomes a single attack (or an on-hand/off-hand attack for two weapons). Without itertaive attakcs, I can imagine that Fighters would be more motivated that Rogues to take the entire iterative attack feat tree, plue they will likely be power attacking, cleaving, etc. Their bonus damage wouldn't have to be as high as that of a Rogue. Also, I would think it wouldn't be precision-based.

Skeld wrote:

Fighter Ability: Stand & Fight

When executing a Full-Round Attack, a 1st level Fighter adds an additional 1d6 to all attacks made as part of that attack action. This bonus damage increases to 2d6 at level 6, 3d6 at level 11, to a maximum of 4d6 at level 16. Bonus damage is physical damage of the same type as the weapon used to deliver it (slashing for a longsword, piercing for an arrow, etc.) and is affected by Damage Reduction as normal. Should a Fighter score a critical hit, this bonus damage is not multiplied.
This bonus damage applies to ranged attacks only if the target is within 30 feet.
This bonus damage does not apply to attacks made to deal nonlethal damage.

To keep the playing field somewhat level, the iterative attacks of monsters would have to be toned down. I haven't given too much thought to how best to handle that aspect of removing iterative attacks.

What I am sure of is that removing iterative attacks would be a huge change and would have a big impact on melee character effectiveness, PC-monster balance, and backward compatibility. However, I welcome the idea of it.

-Skeld


In order to maintain backward compatibility, iterative attacks should be replaced with equivalent, yet less resource consuming, mechanic.

Specifically:

1. Turning iterative attacks into feats will further decrease fighter's effectiveness in comparison to other classes.
And other class will never again be able to afford using them (feats are scarce).

2. Simple damage bonus scaling with additional attacks would be easiest to implement, however it would not take into account:
- fighter size and weapon size (smaller guys should do less damage, while giants should do more).

Having had a little look at the math, I have found out that expected damage total of iterative attacks is rather low. Consider these test cases:

Fighter
- number of attacks: N
- weapon damage per attack: W
- damage bonus per attack: B

Let's ignore criticals (they are negligible unless one is using Fighter build optimized for criticals):

1. 100 attacks against opponent hit 50% of the time (i.e. 11+ required to roll to hit) results in:
- damage for 1st attack: (100 * 0.5) * (W+B) = 50 (W+B)
- damage for 2nd attack: (100 * 0.25) * (W+B) = 25 (W+B)
- damage for 3rd and every other attack beyond 3rd:
(100 * 0.05) * (W+B) = 5 (W+B)

In other words, for typical opponents only two attacks matter, significance of third and further being 1/10 of the first attack.

2. If you use difficult opponent, hit only 25% of the time, significance of iterative attacks beyond 1st is increased (when compared to the 1st attack), but not enough to make them worthwhile. It takes too many rounds to realize potential of attacks which hit 5% of the time.

3. If you are fighting very easy opponents (95% chance to hit with first attack), the importance of damage of iterative attacks will disappear around 4th or 5th attack.

My proposal is to do something like that (using 1st test case as the most common):

ad 1.

For Fighter with number of attacks equal to 3, attacking standard opponent (100 rounds):
50 (W+B) + 25 (W+B) + 5 (W+B) = 80 (W+B) = 80 W + 80 B

Replace with:
50 (W + W + W + B) = 50 (3 W + B) = 150 W + 50 B

For Fighters, whose damage bonus is close to average base weapon damage or worse than average base weapon damage, this is going to be an interesting damage boost (making, as I wrote before, low Strength Fighters, i.e. skirmishers, fencing masters etc a viable option).
For Fighters with high Strength or high damage bonus, their overall damage may diminish somewhat. However, when fighting BBEGs with high AC, the High Strength guys will also be able to benefit from this rule.
And GMs will have 1 attack to resolve instead of three.

It's a win win scenario for everyone without issues with backward compatibility.

Regards,
Ruemere

Sovereign Court

I've thought about this a lot, and I have come up with two ways to axe the extra attacks without sacrificing combat effectiveness.

Method # 1: Have everyone get a bonus on damage with all weapons (not spells) equal to half of their BAB rounded down. This is similar to the way Star Wars SAGA does it. Extra attacks can be had through feats such as double attack, cleave, great cleave, two-weapon fighting and whirlwind attack.

Method # 2: Everytime you would get an extra attack from BAB, intstead add another die to your (or two for greatswords, etc) base weapon dice. So at 11th level a greatsword wielding fighter would have one attack at that does 6d6 plus all other modifiers instead of three attacks at 2d6 plus modifiers. This is similar to the vital strike feats and many 4th edition powers.

I lean towards one because the math is simpler and there is less time spent rolling gobs of dice.

Anyway, that's how I would do it. It might take some tweaking, but I think it's at least a good place to start.


Number of rolls is simply being replaced by more complicated math. I really don't see a net saving of time or the process being streamlined here.

Grand Lodge

Iterative attacks can do things more than just the usual whack-a-monster. You can Trip (much more effective under 3.5), Sunder and Disarm, even start a Grapple which as defined is almost impossible to fail at.

So, use your first two attacks to hit and inflict damage. You know the next attack has a lower chance of success to why not use it to try and Disarm the opponent, and the last attack has almost no chance to hit, so try a Grapple and you are almost guarenteed to succeed (even at a -15 to hit you have great odds).

If you get that Grapple in you control his next round and prevent him from usinghis best attacks. When it gets to your turn again you drop the Grapple and repeat the above.

Sovereign Court

Penny Sue wrote:
Number of rolls is simply being replaced by more complicated math. I really don't see a net saving of time or the process being streamlined here.

Resolving one attack with either a static bonus to damage or a few extra die of damage if you hit is way faster than resolving 3-7 attacks with different modified attack rolls. Serioulsy, this is a no-brainer. Compare the time it takes for a fifth level fighter to resolve his one attack to a 16th level fighter resolving his four attacks, plus maybe one more from haste.

Scarab Sages

Just commenting on Krome's original list, but I thought that you only rolled Spell Resistance once per spell, then just used that number whenever it was called into question?


WotC's Nightmare wrote:
Penny Sue wrote:
Number of rolls is simply being replaced by more complicated math. I really don't see a net saving of time or the process being streamlined here.
Resolving one attack with either a static bonus to damage or a few extra die of damage if you hit is way faster than resolving 3-7 attacks with different modified attack rolls. Serioulsy, this is a no-brainer. Compare the time it takes for a fifth level fighter to resolve his one attack to a 16th level fighter resolving his four attacks, plus maybe one more from haste.

Point noted; good catch.

However I also agree with Krome. Melee combat rolls are few compared to rolls required for spells. Much more time is spent rolling, crunching numbers, and adjudicating spells.

Grand Lodge

Karui Kage wrote:
Just commenting on Krome's original list, but I thought that you only rolled Spell Resistance once per spell, then just used that number whenever it was called into question?

Normally yes, however in the spell descrption it specificallly calls for individual Spell Resistance checks. Another reason why iterative attacks are irrelevant time wise- the casters have to read every single lousy spell to check the rules on it.

Yes a Fighter at Level 16 takes longer to resolve his round than a Fighter at level 5.

A Wizard at level 16 takes a LOT longer to resolve his round than a wizard at level 5.

Everything at level 16 takes longer than it does at level 5. That is why it is 11 levels higher.

If people find combat too long at higher levels they need to look at where the time is really spent and resolve those issues. Casters take far more time than fighters (et al).

Sovereign Court

Yes, spells do take a long time, usually longer than full round attacks. Spells do involve a lot of die rolling, and they really bring the game to a halt when the player has to look up and read a spell description. But this thread isn't about spellcasting, that should be it's own thread. Surely you agree that replacing extra attacks with just one attack that does more damage or maybe something else more interesting will definitely save time, especially with two-weapon fighters with gobs of attacks.

Dark Archive

WotC's Nightmare wrote:


Method # 1: Have everyone get a bonus on damage with all weapons (not spells) equal to half of their BAB rounded down. This is similar to the way Star Wars SAGA does it. Extra attacks can be had through feats such as double attack, cleave, great cleave, two-weapon fighting and whirlwind attack.

Method # 2: Everytime you would get an extra attack from BAB, intstead add another die to your (or two for greatswords, etc) base weapon dice. So at 11th level a greatsword wielding fighter would have one attack at that does 6d6 plus all other modifiers instead of three attacks at 2d6 plus modifiers. This is similar to the vital strike feats and many 4th edition powers.

I lean towards one because the math is simpler and there is less time spent rolling gobs of dice.

I love option 2, just having extra dice of damage for a primary attack rather than secondary attacks. It would have to be noted that these extra dice would be added like sneak attack dice, *after* any doubling for Criticals. :)

As for method 1, I've considered adding that as well, but only for Fighters and to make it every odd level of Fighter, so that it starts at +1 damage for a 1st level Fighter and ends at +10 damage for a 19th level Fighter, applicable to damage with melee weapons, ranged weapons and unarmed attacks.


Power creep is hard to stop. It used to be a big deal when a fighter got his second attack, and he was the envy of everyone else. Now everybody gets them. Why? It detracts from the fighter (and monk) class.

Keep multiple attacks for fighters, rangers, paladins, and monks. When their BAB hits 10, they get a second attack at 0. When they hit 20 they get a third attack 20/10/0.

Monsters have attack groups that they use like fighters use attacks.
Bite, Appendages, Grapple, Special. To allow a monster to bite/claw/claw/tail bash all in one round suggests that the monster is blindingly fast at all times, or is making inaccurate/less than full power attacks to keep an opponent off balance.

It is only a 6 second round. The rationale used to be that you could make one telling blow during the round, and that there were swipes, jabs, feints going on. I do not play any games of 1 second combat rounds for good reason--I want to do something during the session other than have a single battle.

The goal of 4th ed was an admirable one. Just because it failed is no reason to abandon the goal of making combat a little less time consuming. Less detail will take less time and still be fun.


To everyone who brings spellcasting into this thread:
This is not the subject of this thread. Please do continue in another thread.

On with iterative attacks replacement...
To recap, we have four new proposals:
1. Add 1/2 of current BAB as damage bonus.
2. Double weapon dice.
3. Add weapon dice for each additional attack beyond the first.
4. And finally, decrease the number of attacks by adding one per 10 points of BAB.

1. and 3. are very similar in total damage output.
2. is a weakened version of 3.
4. is overall nerfing of iterative attacks to the point of negligence.

SO, overall, my advise is to ignore 4. (why roll at all if the advantage is insignificant).

2. vs 3. is a matter of balance. However, comparing sneak attack damage increase (+1d6 every 2 levels) shows us, that option 2. may be too weak.

1. vs 3. - both seem to produce similar results, with one being easier to calculate, and 3. producing more variant results.

My preference lies with 3. (but I'm biased since it's virtually identical to my proposal).

Regards,
Ruemere


Personally I'd prefer adding weapon dice, or adding one attack per 10 points of BAB... they'd have to be full BAB however and I'm not sure whether it doesn't weaken the fighter at certain levels in comparison to casters again.


Zmar wrote:
Personally I'd prefer adding weapon dice, or adding one attack per 10 points of BAB... they'd have to be full BAB however and I'm not sure whether it doesn't weaken the fighter at certain levels in comparison to casters again.

This:

"4. And finally, decrease the number of attacks by adding one per 10 points of BAB."

And this:
"4. is overall nerfing of iterative attacks to the point of negligence."

Calc or Excel sheets are your friend. I have made a simulation of damage output of hundred attacks vs various to-hit values (from 1+ to natural 20). Whenever your fighter would hit on 10+, his further attacks would lose any significance (damage output from other attacks falls below 4% of total damage output).

Therefore using 10 as step decrease in progression (i.e. 20/10/0) nerfs iterative attacks absolutely while offering only 1/4 of reduction in resolution steps.

Sorry, Zmar. This is not a viable proposition.

Regards,
Ruemere

PS. On the other hand, you're the 3rd person who voted for BAB/2 damage bonus.


Hmm.. loose my multiple attacks.. Or repeatedly sac-tap myself with a carpet hammer.. Decisions decisions..


This should have been included in my Neceros' Core Upgrade post, but was left out. Thus, without further adieu:

7. Iterative Attacks
When indicated to get another attack from your class table, you gain the attack as normal per your BAB score. However, instead of the -5 to attack, the character receives a -2 penalty per attack starting with the second attack. For example, a 16 level Fighter has a BAB of 16, as his table indicates he has four attacks: +16/+11/+6/+1. Instead of the normal -5 down the line, instead replace that with a -2, so it would be as follows: +16/+14/+12/+10. You still follow your table to determine how many attacks you get, but not the modifier to said rolls.

Grand Lodge

WotC's Nightmare wrote:
Yes, spells do take a long time, usually longer than full round attacks. Spells do involve a lot of die rolling, and they really bring the game to a halt when the player has to look up and read a spell description. But this thread isn't about spellcasting, that should be it's own thread. Surely you agree that replacing extra attacks with just one attack that does more damage or maybe something else more interesting will definitely save time, especially with two-weapon fighters with gobs of attacks.

It can save, what, 1 minute?

You replace iterative attacks which is more than just hitting a target and doing damage, with limiting it to just doing damage? I am never for restricting choices and abilities. Sorry, just not. The fighter is already nerfed enough with many of the core feats being castrated. Granted some great new feats are introduced, but time will tell if they can replace the basics.

And if the purpose of this topic is to save time and reduce the number of dice rolls than casters should be discussed. But if the purpose of this topic is how to restrict options for the fighter classes, then this topic is poorly inspired and should just be ignored.

Liberty's Edge

Ok, then on topic:

Don't change iterative attacks. I want my fighter to have as many choices in combat as he can have. I want to be able to run a 11th level city-based 3.5 module in Pathfinder without retooling every martial NPC to fit some new formula. I want my monsters and players use same or similar mechanics feel of 3.5.

I don't see benefit of eliminating iterative attacks vs. its cost to me as a DM running 3.5 modules in PF.

I like the fact that as an 11th level martial character who rolls a 1 on his first attack, I still have a few more tries to whack the monster.

5% chance of missing completely, no matter what. That's one of the costs of removing this mechanic from the game.

Typically, time spent by martial characters during a round is much less than time spent by other character types, so I'm not buying the importance of saving time by eliminating this mechanic. Typically, a well-prepared Martial Character's Player can be ready to roll all the dice he needs to roll at once and rolling a lot of dice is "hella fun" so I'm not buying the need to reduce the number of dice rolled.


That's why the title of this topic is not
ITERATIVE ATTACKS: SAY NO TO...

or
ITERATIVE ATTACKS: NERF THEM, NERF THEM!

But rather:
ITERATIVE ATTACKS: REPLACEMENT SUGGESTION

The goal is to keep them, preserve their strength and, at the same time, simplify their resolution to save on book keeping.

I do realize, that some people are not worried about number of dice involved in current version of 3.5 mechanic, however, in my experience, whenever I ran higher level combats, both things seem to happen often:

1. With 20 or 40 higher level fighters involved you get so many iterative attacks per round (and threats to confirm, and older version cleaves), that any simplification makes a huge difference.
And don't even think about bringing into this a horde of 7th level Orc Barbarians. In addition to standard gripes, you get 20-40 rages to keep track of and 20-40 hitpoints totals to adjust.

2. Whenever any fighter with several iterative attacks faces an opponent of close CR to his level, his further iterative attacks become statistically negligible. Yes, you can score a great critical from time to time, you can enjoy a lucky hit... but in overall picture, laws of probability kick in and you get several empty rolls. Monks get exceptionally shafted here, with their weak BAB progression and additional penalties they are required to take for use of their class features.

The replacement techniques suggested in this thread, especially providing damage bonus and rolling additional weapon dice, actually grant more power to fighter.

And, in case of latter method, you actually get more dice to roll.

I will mention this again:
Benefits of iterative attacks against decent AC opponents are just an illusion. You get less than 5% damage output total!
Also, you need to remain almost immobile (5' step) to benefit from them.

So, again, we are trying to actually empower the fighter, save some work for busy GM and shorten somewhat rounds.

We are also trying to solve one problem here, so please, don't bring other stuff here.

Also, try not to think about it from perspective of lone character wielding a weapon - think in terms of tens of fighters swinging swords at the same time. This topic has been started by GM who loves running mass battles.

Regards,
Ruemere

Sovereign Court

Let's not forget that if you apply 1 or 3 with monsters and villians (definitely go with 1 here), you will get significant reduction in the time it takes to resolve attacks on the DM side of things. Maybe players won't save a whole lot of time, but the DM running more than a few non-casters could definitely save a lot of time. Add them both up and you get faster combats with less player downtime between their turns to sap the excitiement. It's a win win situation.


WotC's Nightmare wrote:
Let's not forget that if you apply 1 or 3 with monsters and villians (definitely go with 1 here), you will get significant reduction in the time it takes to resolve attacks on the DM side of things. Maybe players won't save a whole lot of time, but the DM running more than a few non-casters could definitely save a lot of time. Add them both up and you get faster combats with less player downtime between their turns to sap the excitiement. It's a win win situation.

Definitely... but, crikes, I like it big. Huge. Epic even.

In my games, when you rest your sword and wipe blood from your forehead, there are bodies lying everywhere. From beneath caved in walls come whimpers of accidental survivors and your friendly cleric apologizes the wounded for being unable to heal them anymore.

It's almost never the single tough monster to face against, it's almost always a laughing in your face enemy general, supported by mob of bloodthirsty underlings.

Though, during last session it was a single vrock dropping statues from hundreds of feet above characters, and they were too busy trying to get the ... out of steel construction coming down around them. Matrix style, with frozen shots showing various moments of... like the guy, who told the girl to hold him tightly and jumped off the ledge trying to slow down the fall... or the wizard using his body (and power of flying spell) to cushion the fall of his friends... or dwarf and cleric trying to outrace the caving in contruction to save their comrades.

:)

It's big, it's huge, it's epic. Single one-shots need not apply.

Regards,
Ruemere


ruemere wrote:
Zmar wrote:
Personally I'd prefer adding weapon dice, or adding one attack per 10 points of BAB... they'd have to be full BAB however and I'm not sure whether it doesn't weaken the fighter at certain levels in comparison to casters again.

This:

"4. And finally, decrease the number of attacks by adding one per 10 points of BAB."

And this:
"4. is overall nerfing of iterative attacks to the point of negligence."

Calc or Excel sheets are your friend. I have made a simulation of damage output of hundred attacks vs various to-hit values (from 1+ to natural 20). Whenever your fighter would hit on 10+, his further attacks would lose any significance (damage output from other attacks falls below 4% of total damage output).

Therefore using 10 as step decrease in progression (i.e. 20/10/0) nerfs iterative attacks absolutely while offering only 1/4 of reduction in resolution steps.

Sorry, Zmar. This is not a viable proposition.

Regards,
Ruemere

PS. On the other hand, you're the 3rd person who voted for BAB/2 damage bonus.

Aehm, I didn't vote for BAB/2 bonus, please reread my post

"Personally I'd prefer adding weapon dice..." = Instead of iterative attack roll the damage for the first attack twice.

"...or adding one attack per 10 points of BAB... they'd have to be full BAB however..." = At level 11 you'd get second attack at +11 bonus, so he'd have +11/+11 attacks.

Another thing could be combination of both:

level 6 - 2W damage
level 11 - 2 attacks with full BAB
level 16 - 3w damage
level 20 - 3 attacks with full BAB

Of course that this may need some ballancing and Im not sure about backwards compatibility.

Sovereign Court

ruemere wrote:
WotC's Nightmare wrote:
Let's not forget that if you apply 1 or 3 with monsters and villians (definitely go with 1 here), you will get significant reduction in the time it takes to resolve attacks on the DM side of things. Maybe players won't save a whole lot of time, but the DM running more than a few non-casters could definitely save a lot of time. Add them both up and you get faster combats with less player downtime between their turns to sap the excitiement. It's a win win situation.

Definitely... but, crikes, I like it big. Huge. Epic even.

In my games, when you rest your sword and wipe blood from your forehead, there are bodies lying everywhere. From beneath caved in walls come whimpers of accidental survivors and your friendly cleric apologizes the wounded for being unable to heal them anymore.

It's almost never the single tough monster to face against, it's almost always a laughing in your face enemy general, supported by mob of bloodthirsty underlings.

Though, during last session it was a single vrock dropping statues from hundreds of feet above characters, and they were too busy trying to get the ... out of steel construction coming down around them. Matrix style, with frozen shots showing various moments of... like the guy, who told the girl to hold him tightly and jumped off the ledge trying to slow down the fall... or the wizard using his body (and power of flying spell) to cushion the fall of his friends... or dwarf and cleric trying to outrace the caving in contruction to save their comrades.

:)

It's big, it's huge, it's epic. Single one-shots need not apply.

Regards,

I'm a little confused. Nothing I said precludes you from having an epic battle. I was just suggesting ways to save time and keep the action going during epic battles. The more enemies you have, the more time you save. Less rolling for those second and third attacks that most likely won't hit anyway and more time spent on strategy and vivid descriptions of the battle is a good thing in my book.

Scarab Sages

A few comments related to ruemere's post, since it sums up much of what has been said for replacing iterative attacks.

ruemere wrote:


1. With 20 or 40 higher level fighters involved you get so many iterative attacks per round (and threats to confirm, and older version cleaves), that any simplification makes a huge difference.
And don't even think about bringing into this a horde of 7th level Orc Barbarians. In addition to standard gripes, you get 20-40 rages to keep track of and 20-40 hitpoints totals to adjust.

To be fair, these are probably the simplest mechanics to keep track of. Hypothetically, in a battle with 20-40 high level casters, you could be rolling 200-400d6 per round, so by extension your example shows that melee fights are actually the easiest to run.

ruemere wrote:


2. Whenever any fighter with several iterative attacks faces an opponent of close CR to his level, his further iterative attacks become statistically negligible. Yes, you can score a great critical from time to time, you can enjoy a lucky hit... but in overall picture, laws of probability kick in and you get several empty rolls. Monks get exceptionally shafted here, with their weak BAB progression and additional penalties they are required to take for use of their class features.

In my view, the point of iterative attacks is not to use the full-attack action on fighters that are as powerful as you. Their purpose is two-fold - to allow multiple special actions (grapple, trip, etc) that are normally not as useful when used on a single opponent. Second, they allow a high-level fighter to apply massive amounts of damage to lightly-armored opponents such as mages and rogues. Fighter-verus-Fighter doesn't matter, since optimally they will be dealing the same average damage to each-other. In terms of high-AC opponents, I agree, iterative attacks are ineffective. But against lower AC opponents they are devastating.

The other problem I have with eliminating iterative attacks is that it makes combat very hit-or-miss, giving the warrior very little chance to redeem himself if he rolls poorly with his only attack.

This said, I am fully in favor of getting rid of iterative attacks for non-warrior classes (or even make it Fighter-only).


Hmm. Massive damage is just an illusion unless you're quite a few levels over your opponent. Usually your best bet is getting two attacks in.

Using iterative attacks for advancing grapples is not a problem. Though it always seems weird that creatures with Improved Grab and multiple natural weapon attacks cannot do the same.

Actually, another think I dislike about iterative attacks is that they follow different rules than attacks with natural weapons - so I upgrade my Vrock with a few fighter levels and now I get two separate sets of attacks to choose.

I never said that keeping track of iterative attacks was hard. 20-40 fighters without iterative attacks translates into 20-40 attack rolls less.

Can you imagine the time saving? GM's turns take the longest to complete.

Regards,
Ruemere

Scarab Sages

ruemere wrote:

Hmm. Massive damage is just an illusion unless you're quite a few levels over your opponent. Usually your best bet is getting two attacks in.

You keep using that word. How exactly is a fighter hitting a mage or rogue with ease an dealing 10+ points of damage per hit an illusion?


I like iterative attacks. Alot of the fantasy I remember reading/watching involved the warrior characters making multiple attacks at a time.

That said, I do think only the melee classes should get them, possibly allowing other classes to do so with a feat (possibly at a greater penalty to their roll). Or a Fighter only thing, with a feat option for other melee classes.

I can't remember who posted the "-2" instead of "-5" suggestion, but I agree with it.


This is way too complicated.

Melee characters need to be able to do more as a standard action, but I'd just suggest eliminating Devastating Blow (broken, bad for gameplay) and making standard-action attacks do 2x damage at level, say, 8, and 3x at level, oh, 15.

You could base it off BAB if you wanted to give it to Fighters/Barbs/etc earlier than to others.

Hardwires it into the system, makes it easy, and eliminates the "full attacks are too necessary but hard to get" problem.


Jal Dorak wrote:
ruemere wrote:

Hmm. Massive damage is just an illusion unless you're quite a few levels over your opponent. Usually your best bet is getting two attacks in.

You keep using that word. How exactly is a fighter hitting a mage or rogue with ease an dealing 10+ points of damage per hit an illusion?

The illusion here is that iterative attacks make a large difference in damage inflicted. Have a little time for a quick lecture?

Conclusions at the bottom.

First of all, this is a non-optimized example. Meaning: both fighter and monster are going to be somewhat less efficient than usual.

Imagine a fighter with the following statistics:
- Fig 11, Str 18, Greatsword +2, Weapon focus (Greatsword), Weapon specialization (Greatsword)
- Attack: +7, Damage: +8
- Iterative attacks: +18/+13/+8
- Average damage: 7 + 8 = 15

Imagine a default Pathfinder monster with CR 11 (p. 295):
- AC 26

Imagine a hundred rounds, during which the fighter whacks the monster non-stop. Contribution of damage per each attack is going to look like this (contribution of damage per attack, going from top to bottom):
54,17%
33,33%
12,50%

However, average duration of a monster in fight is 5 rounds, of which at least 2 are spent manoeuvering, so on average we have two rounds without iterative attacks (contribution of damage per attack, going from top to bottom):
66,33%
24,49%
9,18%

It does not look bad until you consider that all of this assumes one largely immobile target. The moment your fighter is going to face Rogues and Wizards, he will have to cope with highly mobile opponents, and because of difference in mobility, fights will probably last longer. Iterative attacks come into play usually once per five rounds:
85,53%
10,53%
3,95%

(the last item is based mostly on my personal experience, examples given above are supported by many playtest reports)
(disclaimer: in my games, where mobile opponents really love to evade, iterative attacks are even more negligible, below 5% of contribution total)

Conclusions

For some time PCs have been enjoying their 10+ levels. The fights are often very brutal, with hundreds of points of damage being lost over the course of one round, and highly mobile - teleporting, sneaking, sniping, climbing, falling, swimming - iterative attacks are rare, since everyone attempts to force their quarry into coming into range of full attack action while preserving their own means of maintaining distance.

Iterative attacks are somewhat illusionary now. They seem to be there, but they really seldom come into play. And even if they do, the armor classes involved make sure that they do not matter much.

Regards,
Ruemere

Community / Forums / Archive / Pathfinder / Playtests & Prerelease Discussions / Pathfinder Roleplaying Game / General Discussion (Prerelease) / Iterative attacks: replacement suggestion All Messageboards
Recent threads in General Discussion (Prerelease)
Druid / Monk?