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oadrian
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Join Date: Aug 2018
Posts: 29

Old August 29th, 2018, 12:59 PM
Quote:
Originally Posted by ShadowChemosh View Post
How? How can the software know what weapon you plan to strike next with? The combinations as you yourself pointed out is huge.

To "stream line" you would not only have to identify which weapon is equipped but which "attack" you plan to take with it. I don't see that really being better than what we got.

In addition none of that takes into account using a Skill with an attack trait or a spell with an attack trait. If I cast a cantrip with an attack trait first and then decide to try and shoot a bow (my players are actually doing this combo in my playtest) the bow shots at a -4 penalty.


I have to point out that making this type of attack routine is really bad. As you are suddenly throwing in a -10 attack with the 2nd Dragon Tail. Then trying to end with a -8 agile.

You would be much better off to take the +2 to hit from the agile so you end up with +0/-4/-8/-8. The big advantage of agile weapons is the bonus in later attacks. Why would you do a Dragon Tail at -10? The routine you listed is +0/-4/-10/-8. Even a two dragon tail attack in the FoB then going to fist would be better at +0/-5/-8/-8.

So I have to wonder if you are giving an example to prove a point that is the opposite of how you would really play the game?
Honestly it depends on what misses. It could be 0/-3/-10/-7 assuming both dragon tail attacks miss. But it wasn't a real example. That said, there are plenty of real examples where you might end up switching attacks especially if there's movement involved. And being completely optimum isn't strictly necessary if the thing itself looks cool. It's not always about min/maxing. But I get your point about optimizing for the commonplace solution.

That said, there are instances where you might mix in attacks. There are additional UI designs that would be a little more streamlined for mixed weapon types. I say this as a UI developer.
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