• gerusz@ttrpg.network
    ·
    edit-2
    9 months ago

    TBF the only class that gets more than one extra attack is the fighter.

    Now of course it would make sense to sum up the levels you have in classes that get multiattack, and if you have >=5, you get an extra attack. But since attack progression is far less regular than spell slot progression, getting something approaching regularity beyond that would be difficult.

    Now if OneD&D wanted to boost martials and introduce some sort of a multiattack scaling across multiclassing, here is how that could work:

    1. Introduce features called Special Attack and Signature Attack. (Simply because just stacking extra attacks in a way that gives a bunch of half-casters extra attack at level 5-6 would give full martials a ridiculous number of attacks per turn at higher levels.) Special Attack is an attack that deals double weapon damage (which stacks with crits), but other extra damage sources like smites don't get doubled. Signature Attack is a Special Attack that can also force a save, either a STR save vs. being disarmed, a DEX save vs. being knocked prone, or a CON save vs. being dazed. You pick which one when you get the feature, and you can change it on level up.
    2. Introduce an attack progression table which details how many regular and special attacks you get per warrior level. (IDK if Lemmy's MD syntax allows tables in lists, so see the table below.)
    3. Like for spell slots, some classes (fighter, barbarian, monk) count as whole classes, others (paladin, ranger, artificer) count as half, and some caster subclasses (bladesinger, swords bard, hexblade, etc...) count as third.

    The table:

    Warrior Level Normal attack Special attack Signature Attack
    0 1 - -
    3 2 - -
    6 1 1 -
    9 2 1 -
    12 1 1 1
    15 2 1 1
    18 1 2 1

    So:

    • A level 12 single class fighter gets 1 normal, 1 special, and 1 signature attacks.
    • So does a fighter 6 / barbarian 6.
    • A level 12 paladin counts as a level 6 warrior so they get a normal and a special attack. (Also, in OneD&D the divine smite is a bonus action spell like every other smite, so the level 18 paladin can't go too nuclear with 3 smites per turn.)
    • A fighter 6 / paladin 6 counts as a level 9 warrior, 2 normal attacks and 1 special attack.

    Of course this could be refined a bit further, e.g., instead of a generic "special attack" they could pick power attack (must be a strength-based attack), precise strike (must be a dexterity-based melee attack), or pinpoint shot (must be a dexterity-based ranged attack) and they could swap this one on level-ups too. But I think this should be a start.

  • Brutticus@lemm.ee
    ·
    9 months ago

    I usually offer players with multiple instances of extra attack a +1 to their to hit, and Im considering offering +1 crit range as well. This is a real sticking point to me in 5e, the lack of viable build variety.

      • Brutticus@lemm.ee
        ·
        9 months ago

        I mean, their +1 would stack. Crit range expansion was a big part of the game in 3.x. That game had you crit confirmation, and 5e makes it easy to get advantage, but I literally do not care.

        Champion is also a badly designed class, it could have had maneuvers for a teensy bit of complexity, but they needed a "newb" subclass, paving the way for conceptually elemental subclasses with no mechanical complexity at all (note that the wizard didn't get hit with any of this).

  • uralsolo
    ·
    edit-2
    8 months ago

    deleted by creator

  • conditional_soup@lemm.ee
    ·
    edit-2
    9 months ago

    Not going to lie, I'm already taking notes. I like that in general, if you make the right choices, it's easy to make even wizards feel a lot less squishy, which would make me feel a lot more comfortable not pulling punches in my game. One of my favorite changes so far is the wild shape recharge on short rest for druids.

    It's gotten me thinking about how to fix some other broken classes again, like making Ranger not fucking suck, and fixing the MADness of Barbarian. Fight me IRL, having the Barb's unarmored defense dependent on dex instead of strength is dumb as hell when the barbarian is clearly a STR/CON class, that would be like having the Monk's unarmored defense being dependent on Constitution. "So, what, Barbarians should just deflect attacks by flexing extra hard?" Yes.

    • Lazerbeams2@ttrpg.network
      ·
      9 months ago

      Didn't druid already get wildshape on a short rest? I do agree that barbarian Unarmored Defense is a bit lackluster though.

      I get what they were thinking. Monk gets to add Wisdom because their awareness let's them dodge, so it should be roughly equivalent to let a barbarian add Constitution because their natural durability makes them harder to hurt. Dexterity being one of the main Ability Scores for monks throws this out the window though

      • conditional_soup@lemm.ee
        ·
        9 months ago

        IIRC, Druid only gets two wild shapes per long rest, but it's possible I'm misremembering because my druid player basically forgot she could do that and it's been ages since I played one myself.

        • Lazerbeams2@ttrpg.network
          ·
          9 months ago

          Druids get two Wildshapes per short rest. Players just tend to not take short rests because they're not really incentivized. I know this because I read through the druid features more than my druid player did

          • conditional_soup@lemm.ee
            ·
            9 months ago

            Ohhhhhhhhhhh, yeah, okay. Neither myself (when I play) nor my players take short rests. Death before short rests, for some reason.

  • sammytheman666@ttrpg.network
    ·
    9 months ago

    Just saying, the cantrip gets more powerful but you just get one. I would prefer smaller cantrips but more of them like eldritch blast. So more sword swing is decent