Rules Rehash: Multiple Attacks

Since life is busy and we like our campaign and the combats therein to move along at a brisk, adventurous pace, we've tweaked the number of attacks fighters and other classes get. The fighter makes out the best here, but clerics and thieves are allowed multiple attacks per round at later levels as well.

Multiple Attacks for Fighting Men by Level*:

Level of
Fighter
Attacks
per Round
1
1/1
3
3/2
5
2/1
7
5/2
9
3/1
13
7/2
15
4/1

Level of
Paladin
or Ranger

Attacks
per Round
1
1/1
4
3/2
7
2/1
9
5/2
13
3/1
17
7/2

Level of
Cleric
Attacks
per Round
1
1/1
5
3/2
9
2/1

Level of
Thief
Attacks
per Round
1
1/1
7
3/2
13
2/1

*Note that fighting men, including paladins and rangers, make a number of attacks per round equal to their experience level against monsters, zero-level types (i.e., “normal men”), and non-player characters that have less than one full d8 hit die.

2 comments:

  1. Seems like a bit much for the fighter, but I like the idea for thieves and clerics. I've opted for a two-weapon approach; F & Th get to wield two, with penalty, mitigated by DEX (-1TH @ 18, -2 @ 17... etc). I've been working out an idea for clerics which allows for better combat ability vs a "nemesis group", like say, Undead, or Demons, devils, etc... determined by the God they serve, and was thinking of dbl rolled damage, but maybe an incr # of AT/rnd vs Nemesis is a better idea....

    ReplyDelete
  2. I actually allow thieves to fight with two weapons (strictly dagger and sword combo) at 3rd level with no penalty whatsoever, and since I've moved them to the cleric attack table, they've a bit more useful in a fight.

    As for the fighter, I'm trying to throw them a bone, and speed up combat a bit too. It probably fits overall better in my game because I've overhauled a lot of other stuff so that fights are nastier and more brutal.

    ReplyDelete

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