Attacks per round

Moderator: Event DM

Post Reply
User avatar
Manuel the White
Team Member; Retired with Honors
Posts: 7567
Joined: Wed Mar 05, 2003 6:45 pm
Timezone: CST
DM Avatar: Ra-Ghul

Attacks per round

Post by Manuel the White » Fri Oct 13, 2006 8:02 pm

Furthering the perception that I know squat about engine dynamics, the following question:

10 Monk class levels (+7/+4/+1)
10 Main class levels (+10/+5)

How many attacks per round?

And don't be stingy with the mustard!

Thanks. 8 )
User avatar
Tigg
Elder Sage
Posts: 3486
Joined: Wed Feb 09, 2005 11:18 pm
Location: Into the sunset/Hyboria

Re: Attacks per round

Post by Tigg » Fri Oct 13, 2006 8:16 pm

Manuel the White wrote:Furthering the perception that I know squat about engine dynamics, the following question:

10 Monk class levels (+7/+4/+1)
10 Main class levels (+10/+5)

How many attacks per round?

And don't be stingy with the mustard!

Thanks. 8 )
Six. ;)

You can add haste, flurry of blows, and dual-wield kamas (2 attacks in the off-hand with improved two-weapon fighting feat) to attain the NWN maximum of ten attacks per round, whee!
Last edited by Tigg on Fri Oct 13, 2006 9:22 pm, edited 1 time in total.
Ua mau ke ea o ka ina i ka pono.
User avatar
Manuel the White
Team Member; Retired with Honors
Posts: 7567
Joined: Wed Mar 05, 2003 6:45 pm
Timezone: CST
DM Avatar: Ra-Ghul

Post by Manuel the White » Fri Oct 13, 2006 8:26 pm

Six! Holy smoke.. That's amazing..

So, Flurry of Blows and Improved 2-Weapon (kama) would make it eight? Sick!
User avatar
ninja
Legacy DM
Legacy DM
Posts: 6600
Joined: Wed Apr 07, 2004 1:01 am
Timezone: GMT -5
Location: Chicago, IL, USA

Post by ninja » Fri Oct 13, 2006 8:28 pm

Manuel the White wrote:Six! Holy smoke.. That's amazing..

So, Flurry of Blows and Improved 2-Weapon (kama) would make it eight? Sick!
don't forget the haste spell
Go here for your custom DM item.
"Mages are over powered" - Spool32, previous head DM, said 300 times during Austin meet.
weeno
Scholar of Fools
Posts: 380
Joined: Fri Jan 27, 2006 11:46 am
Location: Washington State...boo ya!

Post by weeno » Fri Oct 13, 2006 8:40 pm

correct me if i am wrong, but doesnt furry of blows only work with unarmed strike?
User avatar
wolfwielder
Team Member; Retired with Honors
Posts: 6690
Joined: Mon Nov 14, 2005 6:14 pm
Timezone: GMT -5/-4
DM Avatar: Balgar
Location: Hidely ho neighbor!
Contact:

Post by wolfwielder » Fri Oct 13, 2006 9:13 pm

weeno wrote:correct me if i am wrong, but doesnt furry of blows only work with unarmed strike?
Monks can use Flurry of blows as long as they either attack with unarmed strikes or with Kamas. Any other weapon flurry of blows cannot be used.
User avatar
Tigg
Elder Sage
Posts: 3486
Joined: Wed Feb 09, 2005 11:18 pm
Location: Into the sunset/Hyboria

Post by Tigg » Fri Oct 13, 2006 9:20 pm

true, actually with the flurry and the haste I think you can get 10 attacks, I wasn't even thinking of that because it's not done too much. you're already taking an ab hit for the dual-wield, to reduce the ab of 9 other attacks by 2, just to get one more... usually not going to work out too well. unless of course you're only hitting them on a 20 no matter what!
Ua mau ke ea o ka ina i ka pono.
User avatar
Manuel the White
Team Member; Retired with Honors
Posts: 7567
Joined: Wed Mar 05, 2003 6:45 pm
Timezone: CST
DM Avatar: Ra-Ghul

Post by Manuel the White » Fri Oct 13, 2006 9:37 pm

Yeah, I guess flurry isn't all that important at that point. Still, it's fun to theorize. Heh.

Tanks fer the help!
User avatar
Li'll Divvil
Team Member; Retired with Honors
Posts: 6491
Joined: Tue Oct 05, 2004 6:57 pm
Timezone: GMT +1
DM Avatar: Tobin
Location: Dutchie in Germany
Contact:

Post by Li'll Divvil » Fri Oct 13, 2006 9:58 pm

You forget that if you add improved crits, you hit a shit load of crits.

I roled up one of these in SP and with some of those kama's you find he's a beast.

The best thing to do is max out parry and you defend against up to 10 attacks per round with free retaliation if your parry is high enough. It's awesome to see animated with the whirling blades and all. It's much easier to get parry high than to up your AB.

A fighter/monk/weaponmaster with keen kama's :gott:
User avatar
Manuel the White
Team Member; Retired with Honors
Posts: 7567
Joined: Wed Mar 05, 2003 6:45 pm
Timezone: CST
DM Avatar: Ra-Ghul

Post by Manuel the White » Fri Oct 13, 2006 10:25 pm

Li'll Divvil wrote:fighter/monk/weaponmaster
Awww shit, bud. You figured me out. LOL! I here I thought I was being original.

Li'll Divvil wrote:keen kamas
Next time your character goes shopping take mine along. It seems my characters end up at Big Lots while yours peruse Neiman Marcus.
User avatar
Tigg
Elder Sage
Posts: 3486
Joined: Wed Feb 09, 2005 11:18 pm
Location: Into the sunset/Hyboria

Post by Tigg » Fri Oct 13, 2006 11:34 pm

Cleric/monk/shadowdancer is pretty imposing as well, if you build it right you can get epic dodge, and of course all the cleric combat buffs and darkfire on your kamas and HIPS and whatnot. I'd say it's somewhat less so in Avlis because monk gloves count as weapons here, and of course the martial bonuses.

Parry... that's a whole 'nother subject and one that hasn't come up in awhile. A lot of people say parry is broken but I've played a parryer elsewhere in the past and found that at some point it got really good. It is somewhat bugged in terms of not blocking the second shot of an attack 'flurry' (which an attacker with 4 or more attacks/round will do), but if you combine it with epic dodge it's quite powerful and really satisfying for those who like to strategize and use feats and get all micro in the midst of the fierce NWN combat. ;)
Ua mau ke ea o ka ina i ka pono.
User avatar
robocod
Apprentice Scholar
Posts: 500
Joined: Tue Jan 10, 2006 10:33 am

Post by robocod » Sat Oct 14, 2006 9:22 pm

[quote="Li'll Divvil"]The best thing to do is max out parry and you defend against up to 10 attacks per round with free retaliation if your parry is high enough. It's awesome to see animated with the whirling blades and all. It's much easier to get parry high than to up your AB.[quote]

Is this true about Parry. For a long time it was bugged and wouldn't parry more than 3 attacks (or something ... one parry per "flurry" I think, or whatever its called). Is it fixed now? Can it really parry full number of attacks per round?
User avatar
Tigg
Elder Sage
Posts: 3486
Joined: Wed Feb 09, 2005 11:18 pm
Location: Into the sunset/Hyboria

Post by Tigg » Sun Oct 15, 2006 5:00 am

robocod wrote:Is it fixed now? Can it really parry full number of attacks per round?
No, it's the same. But, again, epic dodge helps loads. Also, it is still useful to have that number of attacks per round if you're parrying mobs. As I recall, when you activate the mode you have to actually click on an enemy for it to start working right, but then if others start to crowd around you and attack you, you'll automatically turn to block them. In some ways it's kind of fair that it doesn't work for every attack, because it's easily possible for a dedicated character to get the skill into the 80's by the end of things, and that's 80 + 1d20 for what would need to be beat by the attack roll, making it impossible for any meleer to hit. I think 20's still hit through the parries, though.
Ua mau ke ea o ka ina i ka pono.
Chemical-Burn
Scholar
Posts: 1099
Joined: Mon Jun 07, 2004 11:42 am
Timezone: PST -8
Location: McMinnville, OR GMT-8 (-7)

Post by Chemical-Burn » Sun Oct 15, 2006 9:36 pm

im curious on the critical hits. If your weapon is say a rapier and keen, thats 15-20 range. Your fighting a creature not immune to crits or sneaks, and you would normally miss with a roll of 15, would you now land a crit because your in that range and assuming the threat roll hit as well? Or hows it work? If all you have to do is land the roll within the crit range then a WM with a keen rapier and the feats would be 10-20 so you are guarentee'd a hit 50% of the time?
User avatar
Istahire
Apprentice Scholar
Posts: 775
Joined: Sun May 01, 2005 12:54 am
Location: Bergen, Norway; GMT +1 (+2)

Post by Istahire » Sun Oct 15, 2006 10:21 pm

It's critical threat at 15-20, you may or may not hit. Natural 20 is an automatic hit, and you're threatening a chritical hit, though you still need to roll a hit to actually get the critical bonus.
User avatar
mortzestus
Team Member; Retired with Honors
Posts: 3964
Joined: Wed Sep 17, 2003 4:34 pm
Location: Madrid, Spain (GMT +1)

Post by mortzestus » Tue Oct 17, 2006 10:49 pm

Also, even though a natural 20 is always an automatic hit, a 20 in the threat roll is not an automatic confirmation of the critical. If you can only hit your enemy on a natural 20 then you cannot score critical hits on it.
Post Reply