Anachronity
2014-04-10, 10:53 PM
So I have always had issues with the idea that a monster can have 5+ attacks against a target 5 feet away, but suddenly only 1 against a more distant target. At the same time I would like to avoid absurd situations where a creature with a large number of natural attacks is able to make a number of attacks in a full attack action far in excess of what its level/CR indicates it should be able to. This sort of power is fine for monsters that are balanced for it, but immediately becomes abusable in the hands of the PCs. What I propose is a homebrew rework to the way a character's number of attacks per round are handled.
This rework should...
-Balance two-weapon fighting with other fighting styles (other underused fighting styles like sword-and-board and einhander will also receive love, but not with this system)
-Prevent massive natural attack spam
-Still give an advantage to characters with many attack types
-Remove the necessity of pounce or exotic movement abilities for a functional melee fighter with more than one attack
This rework should not...
-Bring martial characters up to the level of casters and skill monkeys (I hope to accomplish this elsewhere)
-Make one fighting style mandatory, even if it is an improvement over the most viable fighting styles of Core
Attack Routine (AR)
The number of attacks a character can make in a single action is now a separate statistic called their attack routine (AR). It is independent from the number of different weapons, natural weapons, and weapon-wielding limbs possessed by the character, collectively referred to herein as available attacks (AA).
When attacking as a standard action or as part of a charge, the character may make a number of attacks equal to his attack routine. A character's attack routine is initially one attack and gains an additional attack for each 5 points by which the character's base attack bonus exceeds 1. (thus the fighter's attack routine increases from 1 to 2 when leveling up from 5th to 6th level, just like a full attack in normal D&D).
Attacks made in this manner are selected from the character's available attacks. If a specific available attack is used more than once per round, each use after the first incurs a cumulative -3 penalty for the attack roll. This attack system does not otherwise involve iterative penalties, so possessing many available attacks can allow a character to use his full attack bonus for more than one attack.
Taking a full-attack action adds an additional attack to the character's attack routine. While this single additional attack will diminish in effectiveness as characters progress in levels, many feats, items, spells, and effects will exist which increase a character's attack routine or grant powerful additional benefits only when taking a full-attack action.
This means that a character can choose to focus on full attacks if desired to gain power at the cost of mobility. While some of these feats/items/effects will increase damage further or grant more additional attacks (particularly dual-wielding feats), many will give utility buffs or unusual effects such as temporary concealment or a free intimidate check against a nearby enemy. Characters focused on full attacks will often be oriented towards battlefield control.
Improving a character's attack routine for standard attacks would be more difficult, with dual-wielding being by far the easiest means to increase it. Dual-wielding will require fewer feats to function, but will have more feats which give extra dual-wielding benefits or increase a character's attack routine.
Available Attacks (AA)
A character's available attacks are the attacks that whatever equipped or natural weapons he has enable him to make. This means that any natural attacks possessed are simply a part of this list, rather than independent secondary attacks that are made during a full attack action.
The available attack includes characteristics of the attack such as range/reach, damage type, classifications of the attack (ranged, melee, main, secondary, natural, off-handed, two-handed, etc.), the attack bonus of the attack, the damage that the attack will deal on a successful hit, any effects that will apply on a hit, the critical threat range and multiplier of the attack, and so on. Off-handed attacks are made at a -4 penalty.
When a character makes an attack through an attack action (standard or full), through an attack of opportunity, or through the effects of feats, spells, etc., he selects an appropriate attack from his available attacks. Some attacks can only be made with an available attack of a certain classification, such as how the extra attack gained from dual-wielding must be made with an off-hand weapon.
Some monsters with many natural attacks still possess extraordinary abilities which increase their attack routines, but the more rediculous examples (sword spiders, mariliths, fully grown dragons, etc.) are more limited by these new rules.
A new version of pounce might be the following:
Pounce (ex): When charging this creature adds two additional attacks to its attack routine which must be made with natural weapons.
Grappling
A character may, as a standard action, make a number of grapple checks equal to his attack routine, increasing as normal for a full attack action. Additional attacks which can only be made with a certain type of available attack (such as from dual-wielding or a monk's flurry of blows) can only be used to attempt to damage a grappled opponent with the appropriate attack, and may not be used to attempt other grapple actions.
Dual/Multi-wielding
A character who possesses one or more secondary natural attacks, who carries more than one manufactured weapon, or who is fighting unarmed may take a -4 penalty to all attacks made during his turn to add an attack to his attack routine which must be made with an off-hand or secondary weapon, or an unarmed attack. This penalty is in addition to the normal penalty for an off-hand/secondary attack. Both penalties can be reduced through the two-weapon fighting feat.
EDIT 4/13/14: Added secondary/off-hand penalty (was accidentally left out)
EDIT 4/15/14: Removed arbitrary -4 penalty to secondary attacks (not sure what I was thinking there)
This rework should...
-Balance two-weapon fighting with other fighting styles (other underused fighting styles like sword-and-board and einhander will also receive love, but not with this system)
-Prevent massive natural attack spam
-Still give an advantage to characters with many attack types
-Remove the necessity of pounce or exotic movement abilities for a functional melee fighter with more than one attack
This rework should not...
-Bring martial characters up to the level of casters and skill monkeys (I hope to accomplish this elsewhere)
-Make one fighting style mandatory, even if it is an improvement over the most viable fighting styles of Core
Attack Routine (AR)
The number of attacks a character can make in a single action is now a separate statistic called their attack routine (AR). It is independent from the number of different weapons, natural weapons, and weapon-wielding limbs possessed by the character, collectively referred to herein as available attacks (AA).
When attacking as a standard action or as part of a charge, the character may make a number of attacks equal to his attack routine. A character's attack routine is initially one attack and gains an additional attack for each 5 points by which the character's base attack bonus exceeds 1. (thus the fighter's attack routine increases from 1 to 2 when leveling up from 5th to 6th level, just like a full attack in normal D&D).
Attacks made in this manner are selected from the character's available attacks. If a specific available attack is used more than once per round, each use after the first incurs a cumulative -3 penalty for the attack roll. This attack system does not otherwise involve iterative penalties, so possessing many available attacks can allow a character to use his full attack bonus for more than one attack.
Taking a full-attack action adds an additional attack to the character's attack routine. While this single additional attack will diminish in effectiveness as characters progress in levels, many feats, items, spells, and effects will exist which increase a character's attack routine or grant powerful additional benefits only when taking a full-attack action.
This means that a character can choose to focus on full attacks if desired to gain power at the cost of mobility. While some of these feats/items/effects will increase damage further or grant more additional attacks (particularly dual-wielding feats), many will give utility buffs or unusual effects such as temporary concealment or a free intimidate check against a nearby enemy. Characters focused on full attacks will often be oriented towards battlefield control.
Improving a character's attack routine for standard attacks would be more difficult, with dual-wielding being by far the easiest means to increase it. Dual-wielding will require fewer feats to function, but will have more feats which give extra dual-wielding benefits or increase a character's attack routine.
Available Attacks (AA)
A character's available attacks are the attacks that whatever equipped or natural weapons he has enable him to make. This means that any natural attacks possessed are simply a part of this list, rather than independent secondary attacks that are made during a full attack action.
The available attack includes characteristics of the attack such as range/reach, damage type, classifications of the attack (ranged, melee, main, secondary, natural, off-handed, two-handed, etc.), the attack bonus of the attack, the damage that the attack will deal on a successful hit, any effects that will apply on a hit, the critical threat range and multiplier of the attack, and so on. Off-handed attacks are made at a -4 penalty.
When a character makes an attack through an attack action (standard or full), through an attack of opportunity, or through the effects of feats, spells, etc., he selects an appropriate attack from his available attacks. Some attacks can only be made with an available attack of a certain classification, such as how the extra attack gained from dual-wielding must be made with an off-hand weapon.
Some monsters with many natural attacks still possess extraordinary abilities which increase their attack routines, but the more rediculous examples (sword spiders, mariliths, fully grown dragons, etc.) are more limited by these new rules.
A new version of pounce might be the following:
Pounce (ex): When charging this creature adds two additional attacks to its attack routine which must be made with natural weapons.
Grappling
A character may, as a standard action, make a number of grapple checks equal to his attack routine, increasing as normal for a full attack action. Additional attacks which can only be made with a certain type of available attack (such as from dual-wielding or a monk's flurry of blows) can only be used to attempt to damage a grappled opponent with the appropriate attack, and may not be used to attempt other grapple actions.
Dual/Multi-wielding
A character who possesses one or more secondary natural attacks, who carries more than one manufactured weapon, or who is fighting unarmed may take a -4 penalty to all attacks made during his turn to add an attack to his attack routine which must be made with an off-hand or secondary weapon, or an unarmed attack. This penalty is in addition to the normal penalty for an off-hand/secondary attack. Both penalties can be reduced through the two-weapon fighting feat.
EDIT 4/13/14: Added secondary/off-hand penalty (was accidentally left out)
EDIT 4/15/14: Removed arbitrary -4 penalty to secondary attacks (not sure what I was thinking there)