Removing full attacks - possible issues


Homebrew and House Rules


So I am starting a new campaign and I am considering using a new houserule. I am wanting to remove full attacks, that way all characters may take their full attack every turn. This will apply to both PC and NPCs.

We currently use trailblazer's version of iterative attacks. That does the following
Pathfinder 6th level 0/-5 Trailblazer has -2/-2
Pathfinder 11th level 0/-5/-10 Trailblazer has -1/-1
Pathfinder 16th level 0/-5/-10/-15 Trailblazer has 0/0.

Can anyone think of any problems this rule would create. Corner cases or major flaws that I could be overlooking?


I would start with -2, then go to -3 and -4. Basically, you take a penalty equal to the number of attacks you get.


Sorry if I was not clear. I am wanting feedback on possible issues of removing full attack actions. Aka giving players all of their attacks each turn as a standard action.


What would you do with feats that work with full attacks, such as two-weapon fighting / rapid shot / many shot?


Given that constitutes a major nerf in the power of martials (in a game system where magic users are already much more powerful than them), you are going to need to give martials something to make them competitive - or take something from the casters (or outright ban them).


Actually, it means that players can move and full attack in the same turn. That's more of a buff than a nerf.


One thing you may not have considered is how this impacts monsters with lots of natural attacks. You'll essentially be giving everything Pounce. Some creatures will suddenly get more deadly. By the same token, some will get nerfed.

I've switched to the Unchained revised action economy and have seen a number of changes that I wouldn't have predicted. For example, charging is obsolete. Also, with more maneuverability, I saw a big change in tactics. And with that, monsters with feat choices that aren't effective any more. I think your change will have a similar effect.


Two-Weapon Fighting gives a single extra attack and reduces the penalty. This in unchanged.

Improved Two-Weapon Fighting gives a 2nd extra attack following the new rules.

Greater Two-Weapon Fighting reduces the penalty for using Two weapons by 1.

Superior Two-Weapon Fighting reduces the penalties by 1 again.

Meaning with two light weapons a character would be using Two-Weapon Fighting to have -2/-2.

Improved Two-Weapon Fighting after 5th level would give -4/-4/-4/-4.

Greater Two-Weapon Fighting after 11th level would give -2/-2/-2/-2.

Superior Two Weapon Fighting after 16th level would give 0/0/0/0.

Rapid shot would remain unchanged. You gain an extra attack by imparting a -2 penalty to all your attacks.

Many shot would also remain unchanged.

Also, yes this would be a buff to martials. The math in Trailblazer says their system of iterative attacks vs. full attacks is about a 15% increase in damage (Monsters with incredibly high (need a 18+ to hit) or incredibly low (hit on a 3 or less) AC alter this.)

I will have to look at monsters with natural attacks. That was not something I considered.


Why do monsters need to change? They are using natural weapons, not iteratives.

Unless you are removing full attacks for natural attack routines too... in that they get to do all natural attacks in a standard action.

Pounce already tends to add extra attacks that weren't available before for these creatures (hind leg attacks). Perhaps allowing bonus movement or +attack bonus when pouncing (or both).


Pathfinder Starfinder Society Subscriber

A simpler change might be to give characters the appropriate feats in the Vital Strike chain instead of their iterative attacks when their BAB reaches the levels at which they qualify for them. That approach would be simpler and would keep their damage output more in line with what the extra attacks would have given them.


Mike J wrote:
I've switched to the Unchained revised action economy and have seen a number of changes that I wouldn't have predicted. For example, charging is obsolete. Also, with more maneuverability, I saw a big change in tactics. And with that, monsters with feat choices that aren't effective any more. I think your change will have a similar effect.

Actually, you should reread the rules for charges in that section. It still carries the normal restrictions as far as targetting and movement, but there's no AC penalty anymore despite still getting the +2 to your attack roll. So, it's perfectly good to use in cases where there's an enemy you've got a clear line to that's more than one move action away. A number of different actions from the base system have been tweaked that way in the Revised Action Economy.


Cerberus Seven wrote:
Mike J wrote:
I've switched to the Unchained revised action economy and have seen a number of changes that I wouldn't have predicted. For example, charging is obsolete. Also, with more maneuverability, I saw a big change in tactics. And with that, monsters with feat choices that aren't effective any more. I think your change will have a similar effect.
Actually, you should reread the rules for charges in that section. It still carries the normal restrictions as far as targetting and movement, but there's no AC penalty anymore despite still getting the +2 to your attack roll. So, it's perfectly good to use in cases where there's an enemy you've got a clear line to that's more than one move action away. A number of different actions from the base system have been tweaked that way in the Revised Action Economy.

I'm well aware of the rules as are my players. I agree that RAE charge is useful in those circumstances. The problem is that straight line to target and more than a move away just doesn't come up at our table. Increased mobility across the board has made it easier to block the straight line aspect usually with terrain of some kind. The common tactic that disappeared was charging from within one move away to get a +2. Prior to getting iterative attacks, that's all I saw melee PCs do. Not anymore.


Reminds of the Revised Action Economy.

I don't mind this, but I feel as though I don't understand the Trailblazer rules as they are presented here.

Do I have to take two attacks at a -2 penalty?

A system like that may encourage the use of standard action attacks, like Vital Strike, which is the main issue people have with rules systems like this.

You gotta look at how the Standard Attack Action interacts with these rules. How do things like Cleave, and Vital Strike work?

Could I still potentially decide to take only one attack, with no penalty?

How does Haste interact?


Kaisoku wrote:

Why do monsters need to change? They are using natural weapons, not iteratives.

Unless you are removing full attacks for natural attack routines too... in that they get to do all natural attacks in a standard action.

Pounce already tends to add extra attacks that weren't available before for these creatures (hind leg attacks). Perhaps allowing bonus movement or +attack bonus when pouncing (or both).

The divide isn't monsters/PCs but rather natural attacks/manufactured weapons. Monster tend to use natural and PCs manufactured, but there are plenty of exceptions. There doesn't need to be a change to natural attacks - I assumed there would be. But change them or not, either way there is likely to be an impact.

Leaving natural attacks "as is" gives all manufactured weapon creatures (monsters and PCs) a buff over the natural attack creatures - one can move and make multiple attacks, the other can't (assuming no feats/special abilities). Druid, Hunter, Ranger, Summoner, and natural attack based characters will all take a hit.

Changing natural attacks, depending on how it is done, gives creatures with many natural attacks a buff over those with only one attack.

It is a lot to think about.


master_marshmallow wrote:

Reminds of the Revised Action Economy.

I don't mind this, but I feel as though I don't understand the Trailblazer rules as they are presented here.

Do I have to take two attacks at a -2 penalty?

A system like that may encourage the use of standard action attacks, like Vital Strike, which is the main issue people have with rules systems like this.

You gotta look at how the Standard Attack Action interacts with these rules. How do things like Cleave, and Vital Strike work?

Could I still potentially decide to take only one attack, with no penalty?

How does Haste interact?

In trailblazer, you are able to take a normal standard action at your full BAB. Cleave, Vital Strike, and haste are all unchanged.

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