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7 months ago ::
Nov 14, 2012 - 8:44AM
#21
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Date Joined:
Jun 17, 2010
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Plus, because of the way the maneuvers work, as soon as you land one FOB you can dump all the rest of your dice into DS. It's not an either-or situation.
D&D Next = D&D: Quantum Edition
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7 months ago ::
Nov 14, 2012 - 8:54AM
#22
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Date Joined:
Oct 23, 2012
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Of course I wouldn't have a problem with FoB being used with weapons either (like quarterstaff). I think the advantages they give to using your fists (disrupting DMG resitance, etc) are balancing loss with the boost in dietype of D8 vs. D6.
And more damage isn't always more effective. There is less air in a jar full of BBs then a jar full of marbles.
More low damage attacks will lead to less over-damage on targets.
That's Damage savings, yo!
My mind is a deal-breaker.
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7 months ago ::
Nov 14, 2012 - 9:00AM
#23
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I don't thnk FoB should be allowed to make weapon attacks. Weapons attacks have bonuses from magic or even for being masterwork.
Moderated by
WotC_Trevor
on Nov 14, 2012 - 09:56AM
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7 months ago ::
Nov 14, 2012 - 9:11AM
#24
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Date Joined:
Oct 23, 2012
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I don't thnk FoB should be allowed to make weapon attacks. Weapons attacks have bonuses from magic or even for being masterwork.
Bonus only applies to the first attack, so I would think its balanced with other manuevers (as they all get them). I presume there are some unique things like tattoos that will give magic item like bonuses to monks. Otherwise who wants to play the class that never uses magic items?
My mind is a deal-breaker.
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7 months ago ::
Nov 14, 2012 - 9:28AM
#25
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Date Joined:
Jun 21, 2012
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IMO monk unarmed strike should be 1d4. Re-compute for that value and I think we're in range.
That's 1d4+5x3 = 18-27 damage = 22.5 average. Yeah, that's more in the zone. Another note: I don't want the monk to have deadly strike at all. I would remove that from their maneuver list entirely and make flurry their go-to "more damage" move.
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7 months ago ::
Nov 14, 2012 - 9:29AM
#26
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Date Joined:
Apr 16, 2009
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There are different sorts of extra attacks...
A trained two-weapon fighter's basic attack is (potentially) divided in two. The combination of the two, plus opportunities for enhancements to it, should be balanced against the basic attack of fighters trained in other styles. If the TWF got as his basic attack a standard single-weapon attack with all the regular options plus a second attack that offered anything at all, it would be the clearly-best style and there should not be a clearly-best style. If he has to spend an expertise die to get that second attack but this is clearly better than other uses of the expertise die (as a second regular attack would be), same problem.
So no, the TWF's dual attack should NOT be two regular attacks.
Other extra-attack situations, that are NOT "your basic attack action is two attacks", are different and probably at least some of them should be full normal attacks.
"The world does not work the way you have been taught it does. We are not real as such; we exist within The Story. Unfortunately for you, you have inherited a condition from your mother known as Primary Protagonist Syndrome, which means The Story is interested in you. It will find you, and if you are not ready for the narrative strands it will throw at you..." - from Footloose
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7 months ago ::
Nov 14, 2012 - 9:32AM
#27
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Kadim, I agree. FoB > DS for monks.
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7 months ago ::
Nov 14, 2012 - 9:34AM
#28
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Yeah, you have to leave TWF out of the "extra attack" discussion because fighting w/2 weapons is not really getting an "extra" attack - it's your standard operating procedure. SOPs should be broadly equal
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7 months ago ::
Nov 14, 2012 - 9:48AM
#29
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Date Joined:
Feb 19, 2012
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Okay... glancing blow is totally worthwhile. Hitting on a 2? Nice. While FoB has more chances to crit, D&SA's single crit damage is a bigger single attack. On topic... I'd like to see things which give +1 damage per expertise dice available. I think it would make cleave, FoB, etc. Viscerally feel more like attacks and be balanced still.
"What's stupid is when people decide that X is true - even when it is demonstrable untrue or 100% against what we've said - and run around complaining about that. That's just a breakdown of basic human reasoning." -Mike Mearls
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7 months ago ::
Nov 14, 2012 - 9:53AM
#30
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Date Joined:
Jun 21, 2012
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There are different sorts of extra attacks...
A trained two-weapon fighter's basic attack is (potentially) divided in two. The combination of the two, plus opportunities for enhancements to it, should be balanced against the basic attack of fighters trained in other styles. If the TWF got as his basic attack a standard single-weapon attack with all the regular options plus a second attack that offered anything at all, it would be the clearly-best style and there should not be a clearly-best style. If he has to spend an expertise die to get that second attack but this is clearly better than other uses of the expertise die (as a second regular attack would be), same problem.
So no, the TWF's dual attack should NOT be two regular attacks.
Other extra-attack situations, that are NOT "your basic attack action is two attacks", are different and probably at least some of them should be full normal attacks.
OK, but here's my issue: when I read "two weapon fighting" I think I attack with two weapons. I see that weapons do damage, I expect to be doing damage with both weapons. I look at a two hander, and I see that it does more damage than a one hander. So my expectation is that two weapons will do the equivalent of a two hander, but over two different attacks. Since weapon damage is figured as weapon die + ability, I expect that my two weapons will deliver attacks at weapon + ability and there will be suficient penalties, either through accuracy or damage, to make the damage about even with the two hander. That means two things that make what you're saying unpalettable: 1) an 1h damage roll divided by two is nowhere near the equivalent damage of a two hander. Even if both attacks land on one opponent, the damage is the equivalent of a one hander, which means there's no reason to dual wield. I'll have that shield, thanks. 2) any damage roll that is as variable as 1 or 10 feels like it's not really worth the bother. 1d8+2 delivers a much more consistent damage than 1d10 and it makes me feel like the attack roll is going to always give me something and 3 damage on a min roll is still a downer. There's enough variance in the results to make the die rolling fun, but it also assures the subsequent attack rolls feel important. Also, maneuvers present that modify attacks are almost universally one-off die increases. Only one spell adds a bonus to weapon damage that is not attributed to an attribute (divine favour) and the TWF rules as they're written allow that bonus to be applied to both weapon damage rolls anyway, which means that what I want will not increase the ceiling (currently) by adding another attack roll like you can in 3e. Finally, magic items are not a consideration. Mearls has said explicitly that magic item bonuses are not part of the core balance, which means if you give someone who uses TWF or flurry some kind of magic item that boosts their damage rolls you have only yourself to blame. It's the DM's job, not the ruleset's, to make sure magic is given in moderation and in such a way that the game isn't broken.
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