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.
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....
ReplyDeleteI 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.
ReplyDeleteAs 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.