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  1. #1

    Full Attack Action

    So, setting multiple attacks is implemented as it would be in pathfinder. what is the best way to simulate a full attack until it is patched, or am i missing something?

  2. #2
    ragnaroc1011's Avatar
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    Now keep in mind that this is subject to what AC you will be swinging at so I will add 4 examples for the 4 types of attacks.

    I create a new weapon in the Action tab of your character sheet. Name it Ranged Full Attack. Then create another called Melee Full Attack (If Needed).

    When you create the entry, click on the Magnifying glass to the right of the full attack option
    When the window opens it will have a header called weapon.

    Name: Should be the name you named it. (In this case, Ranged Full Attack)
    Properties: This is the important part and depends on the weapon you are using. If it is a kinetic weapon like a Assault Rifle then type in vs. kac so it rolls against the targets Kinetic Armor Class. If it is an energy weapon, type vs. eac for energy armor class.
    Stat: should be set to base.
    Bonus: to -4 (-4 for full attack) (If you have weapon focus feat, then it should only be -3 with the weapon you have focus for.)

    Close out that window and make sure the M/R Icon to the left of the Ammo is set to the type of weapon. (Melee looks like and Axe, and Ranged looks like arrows)

    That is it. To use full attack you will roll the attack from this setup and the damage from your normal weapon. No need to add the damage die to this attack, unless you really want to.

  3. #3
    Blahness98's Avatar
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    Or you can just apply the effect of ATK:-4 to yourself, roll the attacks, and then remove it yourself after the attacks. Either way works, however.
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  4. #4
    Samarex's Avatar
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    The easiest way to do it is on the ATT Button of the weapon hold SHIFT and mouse wheel , It will add attacks and Attack fields automatic.
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  5. #5
    Blahness98's Avatar
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    Samarex,

    You can't use your method. There is a -4 penalty to both attacks, not the Pathfinder iterative attacks where it drops the attack bonus by 5 for each one.

    You can spend a full action to make two attacks, each with a –4 penalty to the attack rolls. These attacks can be made with the same weapon or different weapons, though certain weapons have a firing speed so slow that you can’t shoot them more than once in a round, even with a full attack. These weapons have the unwieldy special property
    To complicate things more, most classes have abilities that lower the attack penalty to full attacks by 1 at later levels or abilities that grant further attacks for an increased penalty. So, using effects (IMO the easiest way) or multiple weapons (IMO a bit longer and makes a messy sheet) is the way to account for the penalties.
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  6. #6
    Quote Originally Posted by Blahness98 View Post
    Samarex,

    You can't use your method. There is a -4 penalty to both attacks, not the Pathfinder iterative attacks where it drops the attack bonus by 5 for each one.



    To complicate things more, most classes have abilities that lower the attack penalty to full attacks by 1 at later levels or abilities that grant further attacks for an increased penalty. So, using effects (IMO the easiest way) or multiple weapons (IMO a bit longer and makes a messy sheet) is the way to account for the penalties.
    This sounds though that it is not a tool design but a ruleset implementation as not every multi-attack does the -5 thing. This is probably something that could potentially be an easy fix allowing the -4 for each attack pretty quickly. At min, removal of the auto -5 per attack iteration and just allowing us to set a manual modifier of -4 would suffice.

  7. #7
    Blahness98's Avatar
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    The iterative attacks are left over from the Pathfinder rule set base Starfinder uses. Iterative attacks can be completely removed as they are not needed in this rule set. The implementation of the multi-attack penalties might be tricky to code unless it is on a toggle or if it can be for specific attacks, it might be easier to accomplish with effects you can toggle or weapon set ups.
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    Samarex's Avatar
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    Quote Originally Posted by Blahness98 View Post
    The iterative attacks are left over from the Pathfinder rule set base Starfinder uses. Iterative attacks can be completely removed as they are not needed in this rule set. The implementation of the multi-attack penalties might be tricky to code unless it is on a toggle or if it can be for specific attacks, it might be easier to accomplish with effects you can toggle or weapon set ups.
    Ok I will have a look at it then
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  9. #9
    Thanks for the advice everyone, i'll probably just teach my players how to set up the weapon profiles. i've got one player that is particularly full-attack happy

  10. #10
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    Quote Originally Posted by imjedi View Post
    At min, removal of the auto -5 per attack iteration and just allowing us to set a manual modifier of -4 would suffice.
    You can adjust this manually yourself.

    Add the additional number of attack as Samarax mentioned above. Then click the magnifying glass to the right of the "Damage" field to open the "weapon" detailed settings window. You can adjust the bonus/penalty for each attack in the "Per Atk Bonus" field - click the entry and type in the value, or use CTRL+mousewheel to adjust. This way you can set the offset modifier needed to give the correct overall modifier for each attach.

    For example, setting -4 for the first attack and +1 for the second will result in the overall penalty of -4 for each attack when the full attack is rolled.
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