I don't much like the Fighter ability to get his level in attacks/round vs 1 hd (or 0-level in 1e) foes, since it requires the GM to tell the player how many hd the enemy have, or the player has to constantly ask. It's also a bit silly at higher level IMO. But without some kind of multi attack Fighters can be seriously underpowered at higher level. I'm also not a fan of weapon specialisation bonuses to hit & damage, they change the balance of weapons and make two-handed high damage weapons underpowered; it also favours missile weapons with a high attack rate.
Somewhat influenced by 5e's insight that you can give staggered attacks/round bonuses to fighters without breaking the game (in 5e at 5th, 11th & 20th) matching where other classes like wizard/MU get big spell boosts, and wanting to restore the importance of Hero (4th) & Supehero (8th) levels, I came up with the following, specifically for my Swords & Wizardry game but it should work in all pre-3e D&D, especially if 18%-strength is not in play - so ideal for OD&D and BX-BECMI.
Fighters get +1 attack to the weapon normal attack rate at the following levels: 2nd, 4th & 8th. For melee weapons this gives an attack rate as follows:
Fighter
Level #Attacks
1 1
2-3 2
4-7 3
8+ 4
Fighter subclasses such as Paladin & Ranger (& Cavalier, Barbarian etc) get bonus attacks at 4th & 8th only, giving the following attack rates for melee weapons
Paladin & Ranger
Level #Attacks
1-3 1
4-7 2
8+ 3
So far this seems to work really well. I've tweaked Ranger bonus damage vs giant class creatures to take account of the increased number of attacks:
Ranger Level 1-5 Bonus damage +1/level
Ranger Level 6-15 Bonus damage +1/2 levels:
Level Bonus
7 +6
9 +7
11 +8
13 +9
15 +10 (max)
MUs and Thieves get +1 attack at 8th.
Clerics get +1 attack at 7th.
Update: polite, intelligent conversation here. :D
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