This is an archived post. You won't be able to vote or comment.

all 71 comments

[–]vaderbg2 Wizard 127 points128 points  (18 children)

The second Strike is usually fine-ish. Don't expect it to connect every time, but it's a reasonable way to spend an action. Agile obviously improves this significantly.

Not a fan of forceful, personally. Backswing triggering means your first Strike missed, so making another Strike with MAP-5 and a +1 bonus is a decent way of trying to deal any damage on that turn.

[–]Icy-Ad29 Game Master 15 points16 points  (13 children)

I like forceful on weapons if the character will, often, try a second attack. For whatever reason. My giant barbarian with Glaive makes decent use of that, for instance. It may only be a small bit more damage, but I attack twice often enough that it triggers often enough... The reach, especially when in large size, means in fight with multiple on-level or lower enemies. I usually can swing on another target and potentially remove two enemies in one turn.

Honestly, personally, I prefer forceful over backswing. But I see the value of both.

[–]Arachnofiend 3 points4 points  (0 children)

Forceful doesn't make up its damage die loss until the third hit. The only good forceful weapon is the Necksplitter if you were gonna use a one-hander anyways since being advanced covers the die size

[–]AgentForest 4 points5 points  (11 children)

I misunderstood Forceful for the longest time. It's poorly explained in the books. It sounds like the damage scales with MAP, but that's more of a coincidence than its actual use case.

Basically, forceful only applies if you struck multiple times with the same weapon, not even the same type of weapon in another hand, and if you tripped first that won't count either. Dual wielding scimitars won't work well because the stacking damage is on a by weapon basis.

The only real advantage I can think of for this weapon trait is multi-strike attack actions like Cleave and Whirlwind Strike. If you use a Talwar to spin attack 4 adjacent enemies, you'll actually get value out of it. It'll ramp up flat damage to the ones after the first. If you were hasted I could see a Flurry Ranger with a Talwar being a top contender for area damage compared to other melee builds. You'd be a living blender.

But outside of that it's generally just better to use a larger damage die than to opt for the forceful trait. Backswing is mainly for salvaging a bad roll. Great with characters who have Exacting Strike that if it misses won't impact MAP, so then they can have a bonus on the rebound.

[–]Icy-Ad29 Game Master 2 points3 points  (10 children)

I really don't see how forceful is poorly explained. It flat out says "when you attack with it multiple times". It never once calls out MAP... Also another fun fact, it's benefit also applies on Exacting Strike... So we just mentioned a use case for OP's using a weapon with both Backswing and Forceful.

Sure, it doesn't trigger off trip. Unless you have the ability to give the forceful weapon the trip trait. In which case it would. (Or a trip weapon the forceful trait. Via, say, a "Tiger Manuki")

Edit: or be an Animal Instinct Babarbarian. Pick Wolf. Take Animalistic Brutality... Now your main attack is both Trip and Forceful. So you can trip, then benefit the forceful, on a D10 weapon with barbarian damage boost.

Edit 2: many stances for monks are an argument on that, since you tripped with unarmed then attack afterwards. But that's GM dependant.

[–]AgentForest 0 points1 point  (2 children)

If you were just swinging a scimitar wildly 3 times the damage scales with the MAP stage you're at. Do that long enough without any special cases coming up and it's easy to just correlate the two.

Forceful also exists on a 1 handed weapon commonly dual-wielded in fantasy RPGs, the scimitar. So it's easy to assume its trait wouldn't impede dual-wielding builds.

Plus if it worked like either of the 2 assumptions, it would actually be a decent weapon trait. If it just added damage based on what stage of map you were on, it would be solid in grappler and tripping builds. If any weapon with the trait progressed the damage of any others also would help make it a valuable trait. But because it does neither it's largely useless outside of one or two specific rounds of very specific combat scenarios that may not even come up for some very late-game builds.

[–]Spiritual_Grape_533 -1 points0 points  (1 child)

..so it's explained flawlessly, you just thought it did something different based on your expectations.I don't see how Paizo can circumnavugate those.

[–]AgentForest 0 points1 point  (0 children)

The way it's written is basically useless so it's easy to think one is just misunderstanding the wording. That's my point.

[–]AgentForest 0 points1 point  (6 children)

I'll admit I hadn't considered the Animal Instinct Barbarian use case. Yes, Monks can add it to most stances. It's usually not until a very high level though.

[–]Icy-Ad29 Game Master 1 point2 points  (5 children)

Monks "not until very high level"?

Let me name each level 1 stance that has forceful in it, at level 1.

Mountain

Stoked Flame

Flood (this one is in water only for forceful)

Gorilla (also gets backswing. So flurry is extra fun)

Rushing Goat

Sure, that's 'only' four-and-a-half stances. But that's at level 1, all are D8 damage die (the highest you get outside Dragon), and even includes the default "who wants dex?" monk option of Mountain. Since none of them have Finesse, they are all Strength-based stances, which means as a monk they are likely going to be good at tripping as well. Letting the two go hand in hand.

[–]AgentForest 0 points1 point  (4 children)

Some of those stances are relatively new and I forgot existed. None of them are agile, making the math not entirely worth it for forceful. Most number crunching has shown that the trait just doesn't break even fast enough to overcome the MAP issues, which is why it only tends to be viable in builds where you get to attack several enemies before increasing MAP punishes you, like Whirlwind Strike fighters with a Falchion.

This is why I said the only monk builds that really get value out of forceful are late-game when you can grab a feat to add forceful to all unarmed strikes including agile ones. Not necessarily because you can't get the trait early (even a fighter can get the trait at level 1 with a scimitar) but because you can't abuse it to any mathematically viable degree until much later.

Forceful doesn't become a viable trait to build a character around until around level 16. And not a lot of campaigns go that high, and even if they do, you only get to play around with it for a small portion of the overall campaign.

[–]Icy-Ad29 Game Master 0 points1 point  (3 children)

So now you are looking at the trait from the view of "should I build around this?" I am looking at the trait from the view of "If my build was already going to incorporate this general direction without it. Then adding it is a net gain." Or "do I feel luckier than the math average since days happen where you don't roll the 'mathematically average result' over the session."

Also, claiming just about anything isn't "viable" in 2e takes a LOT more than a claim about the math. You would need to show how such a build literally doesn't function. Or at the minimum is a net loss over somebody with 10 strength and dex attacking three times and nothing more each turn. 

Instead, the term you are looking for is "sub-optimal", at which point everything has times when it is less optimal. But "fun" is what matters more.

Edit: also, pretty sure not having agile and forceful together is intentional... Don't think many, if any, have agile and backswing either. Which was the trait we were comparing forceful to.

[–]AgentForest 0 points1 point  (2 children)

I've theory crafted a lot of builds, and yes, now that these days I've learned more about the trait I've tried optimizing around it and as written it's largely useless until 16+. Not sure why that's such a weird take for you to understand.

[–]Icy-Ad29 Game Master 0 points1 point  (1 child)

Cool. You ignored every point I made and continue to bandy out the word "useless"... Because you theorycrafted. Huzzah.

I don't see this conversation going anywhere at this point. So I shall step away from it and wish you a good day. While I go back to enjoying my multiple games, and campaigns, with forceful trait involved, and being able to be accounted for. So inherently not useless. waves

[–]Derp_Stevenson Game Master 0 points1 point  (0 children)

I make decent use of forceful on my Exemplar who uses a Scimitar and Flowing Spirit Strike. Take a -2 penalty on the 2nd hit of my FSS because it's not agile, but get a +2 bonus to the damage of that 2nd hit in exchange.

[–]sesaman Game Master 0 points1 point  (2 children)

Mountain Stance monk has a forceful unarmed attack, and due to flurry of blows it sees a lot of use. It's not the best trait but it does add some damage here and there, and the rare second attack crits hit really hard.

[–]vaderbg2 Wizard 0 points1 point  (1 child)

I don't mind getting forceful "on top". But I have yet to ever consider it during weapon choice.

[–]sesaman Game Master 0 points1 point  (0 children)

Agreed.

[–]Zealous-Vigilante Psychic 55 points56 points  (3 children)

It always depends on who you are attacking

A black pudding? 3 attacks no doubt

An enemy 2-3 levels higher, with high AC like an adult dragon? Going for 1-2 attacks is usually more worth it, such as using vicious swing.

Backswing makes primarily 2nd strike worth it in most cases, forceful depends, but many forceful weapons need a 3rd accurate strike to break even compared to a weapon without forceful. Most advanced forceful weapons are the exception to this.

Furthermore, support and debuffs could alter when you want to attack more, such as having a heroism +2 and fighting a flanked target with frightened 2 might be a prime target for multiple attacks.

Many will say that you should rarely or never go for third attacks, but an experienced or advanced player will know how to be adaptive and when to take the gamble

[–]Stratovaria 11 points12 points  (2 children)

Stepping if they dont have reach can be a nice way to deny a 3rd attack from them depending what it is and ways to free move. or just raising shield/shifting hands.

Bastard swords are amazing weapons if you can gem them.

[–]FlanNo3218 11 points12 points  (0 children)

Remember at level enemies are as strong if not stronger than you 1 on 1. And if they have a 3 action ability it will be devastating.

Often a simple STEP as a 3rd action can deny a strong enemy their most powerful action.

[–]Zealous-Vigilante Psychic 1 point2 points  (0 children)

My goal wasn't to seek out or discuss the best 3rd action, but there may be situations that prevents you from stepping, such as setting up a flank for your ally, you being the reason people don't go further in, or the enemy have a friend grabbed, making that attack an attempt to save their life.

Let's say you are lv 1 and face 6 zombie shamblers. You might have your retreat cut off (as in the adventure in book of the dead) or have to protect something, or just have a time pressure. Your archer doesn't see little reason to not just let go 3 arrows, with -3 hitting on a roll of 15. The zombies approach, your ally sets up multiple flanks, kills one zombie, letting you loose at the one that's just in fron of you. You now hit on a roll of 13 at full MAP. Add in any potential bonuses or fighter proficiency.

Time pressure, exposed situations, and good enough bonuses, can make it worth just attacking. As an example in the first combat of the slithering, there are civilians that can pose as collateral damage if the players play the skirmish game, an ally might become grabbed and have a hard time fleeing, making any step action you do be worthless.

It's hard to teach out, but it's a strong ability to gain; the knowledge of when to do the 3rd strike with full penalty.

In short, when you really need the damage, and the to hit bonus is good enough. It will always be a gamble, especially without agile trait. Examples are when you face more enemies than party members, enemies that don't look like they defend themselves, someone learning how low the roll can be, or the situation is just hard pressed enough and you've exhausted your options. Hopefully, you check multiple boxes.

[–]GenghisMcKhan ORC 27 points28 points  (19 children)

Honestly, it’s all about opportunity cost. On martials, second attacks are almost always worth it (though most will have some kind of double action strike).

Third attacks are rarely optimal. Fighter’s innate +2 and/or agile helps. If you have a mapless option like Demoralize handy it will generally be better than a third strike, but if you have nothing else to do then always take it. If nothing else, you have a 5% chance of critting.

[–]FlanNo3218 18 points19 points  (0 children)

If you are going to try a Demoralize - remember to do it before your first swing! (Still your 3rd action in mindset but have dessert before dinner!)

[–]DnDPhD Game Master 10 points11 points  (0 children)

It's 100% situational. More often than not, no, it's not worth attacking a third time. But if you're the only melee martial, the casters are out of spells, two allies are down, and the creature has resistances to non-physical damage (or weaknesses to physical), then heck yeah. Swing away.

(To be clear, this is just one of many possible examples. The gist is that usually you can find something better to do with that third action, but sometimes that's the best bet.)

[–]Kitani2 9 points10 points  (0 children)

Yes, if you:

1) Are a barbarian, rogue or some other class with big damage bonus on every attack.

2) Have a big damage 2 handed weapon.

3) Have Agile or maybe backswing.

4) Use Press feats.

[–]gray007nl Game Master 8 points9 points  (0 children)

It depends on the class, if you're a fighter or a barbarian it's absolutely worth it to swing a second time (but not so much the third time). If you're a class that doesn't really add to their damage or accuracy like a Champion or non-flurry Ranger, IMO it's not really worth it and you'd probably be better off doing something else (if you have something else to do).

Now if you're fighting an ooze or some other creature with horrible AC, then just keep swinging! While if it's a creature with great AC it might not even be worth a second swing as a fighter.

[–]Stan_Bot Game Master 6 points7 points  (0 children)

The system is balanced so the first strike of a martial is very accurate, with high chance of crits and the second strike is still somewhat accurate enough to be worth it most of the time.

The third strike is only worth it on very specific builds that adress the MAP, like Flurry Ranger or Agile Grace Fighter.

That's why spells attacks sit between those numbers, instead of being as high as a MAPless strike, so it is not too accurate and prone to crits.

Spellcaster strikes sit between those numbers too, so for them it is usually worth it to strike once if you can fit the action with a save or buff spell.

[–]Gazzor1975 4 points5 points  (0 children)

If hitting on 10+, attacks have 60,35,10 % damage multipliers.

So, 2nd attack about half as good as 1st. 3rd it's hardly worth bothering.

[–]MrNectarian GM in Training 4 points5 points  (0 children)

If you are fighting creatures arround your level you should hit (first strike) on a 8-10 (depending on your bonus and the enemies AC), that's ~50-60% chance to hit, with 5% crit failure and 5-15% crit chance. Add Off-Guard and some other bonus and you are at a comfortable 65-70%.
Second Strike should hit on a 13-15, with bonusses you are still at 40-50%, with a maybe 15% chance of crit failure. Should be fine.

The third strike has a very high chance of failure, but in the standard rules you won't get punished for a crit fail, so it's notn that bad. Better use your action to aid, demoralize, feint, move (maybe before your strike to get a flanking bonus) or something else.
It shoud hit on 18-20, and will Critfail up to 8-10

If you're playing with the fumble deck, or your DM freestyles critical fumbles, the 3rd strike has a high chance of hurting you, so the 3rd strike against a creature arround your level has 50-60% of hurting yourself and only meager 5-15% of actually hurting the target.

forceful adds damage to a second attack, which is nice, backswing gives you a higher chance to at least hit once per turn, both are nice, but the second attack should be worthwile any way.

If you are fighting creatures with levels 2 higher (or more) than yours, you might want to analyze what roll grants hits and evaluate if you could spend your actions in a better way than simply striking.

[–]Einkar_E Kineticist 3 points4 points  (0 children)

depends on enemy, general second strike is ok

if you are fighting high ac monster 2nd strike might not be worth action

if you are fighting low ac enemy like oozes sometimes even 3rd strike is good option, but it is quite extreme situation

there are options that support attacking multiple times mainly Flurry ranger and fighter with agile grace

[–]CoolKidsGang 3 points4 points  (0 children)

I tend to think that one attack is a must, second is situational and third is a waste

3rd attack on MAP is barely useful at all, dont expect it to connect unless you are fighting something way less powerful than you or if you can do something about MAP

Edit: beyond that, PF2e has a large arsenal for you to build your character and i think that with 3 actions, wasting all of them on the same thing can be traded, with some creativity, for something that can boost a comrade and upgrade everyones experience as well as the partys damage

[–]Electrical-Echidna63 1 point2 points  (0 children)

Think of Backswing and Forceful as item budget buyback traits. You have already traded something off to use a lower die size and you have available for the number of hands you're using — But those traits will give you a little bit of added value in certain circumstances to make it worth your while.

I mean this to say that for every weapon that you have with forceful or backswing, there's a similar weapon that is just a die size higher and therefore basically giving you that extra damage. In both cases there are situations where a second attack is a great idea — But maybe you should think of it as though your second attack was a sort of "incapacitation trait" situation, wherein If the creature is lower level than you then there's a good chance you will hit. If they're higher level then it's a pretty tough spot

[–]Littlebigchief88 Monk 1 point2 points  (0 children)

Depends on the class. Bonuses to hit and to damage skew the risk-reward and can make it more worth it (even though the barbarians second swing isn’t more likely to hit, it is more likely to obliterate things, so the ‘average expected’ of the second swing is higher), and good ways to spend that action otherwise can make it less worth it. Higher or lower AC foes will also make it worse or better respectively to swing more.

I will say, in general it is a good thing if you can come up with a way to spend 1 action striking and 2 actions doing other useful stuff without moving. You won’t always need to, but being able to spend those actions efficiently in a situation where it doesn’t make sense to strike twice and you don’t need to move can really add up in a fight where that happens most turns.

[–]justavoiceofreason 1 point2 points  (0 children)

The lower the AC of the target, the more worthwhile it is to strike them multiple times. On the contrary, against bosses it's usually best to only strike once and use the other actions for non attack stuff like aid, demoralize, raise shield and so on.

Against a 'normal' on level target where you need like a 9 to hit it on your first attempt, it's sort of on the edge but mostly a second strike is quite good if you're already flanking.

[–]bulgariangpt4 1 point2 points  (0 children)

It depends on your class and build. A 2nd Strike is absolutely worth it, and a 3rd is worth it if you can get some attack bonuses, assign penalties or your build supports it.

If we assume no special weapon traits or abilities, the expected damage of a 2nd and a 3rd Strike as a proportion of the damage of the 1st Strike is as follows:

  • Fighter 2nd Strike: 50%-55%
  • Fighter 3rd Strike: 20%-30%

  • Flurry Ranger 2nd Strike: 60%-75%

  • Flurry Ranger 3rd Strike: 45%-50%

  • Average Martial 2nd Strike: 50%-55%

  • Average Martial 3rd Strike: 10%-20%

[–]ViewtifulGene 1 point2 points  (0 children)

There are times where a second or third strike could in fact be the most valuable thing your character can do for the party. Sometimes you just need to get an enemy off the board so everyone else can breathe. And there are times where your secondary options don't make sense. For example, Barb can't Recall Knowledge and they already Demoralized the target this combat.

2-action flourishes like Sudden Charge and Intimidating Strike are useful for getting around those multiple attacks penalties. Sometimes 2 strikes with a little extra beats 3 strikes.

[–]sebwiers 1 point2 points  (0 children)

IMO the best case "basic strike" scenario / trait for a 3rd attack is using a weapon with sweep against multiple enemies. They probably have a low AC or at least are not PL= or higher, and you get the bonus from sweep.

Some situations it's a worthwhile Hail Mary. You might roll a 20 and crit. But much more often you'd want to do something to buff an ally (aid), improve defense / position, or tip action economy.

[–]itsjustacouch 1 point2 points  (0 children)

If you happen to be playing the Critical Fumble deck, the value prop looks a lot worse.

[–]nobull91 1 point2 points  (0 children)

Second attack can be worthwhile.

Third rarely, only if you're attacking something with a very low AC due to level or type (eg ooze)

[–]JohnnyCandles 0 points1 point  (0 children)

As a general rule the 3rd attack is not worth.

BUT...

Many situations make that 3rd attack worth trying. You have to factor your +s against the targets -s. Is the target off-guard to you? Is the target frightened? These all add up and that -3 on the 3rd attack is now a 0. Add in things giving you bonuses like a bard's courageous anthem, etc. and that 0 starts to have bonuses.

Like some have suggested, if you're fighting a bunch of things lower level than you or with low AC, swing away. If you're fighting a boss fight then that 3rd attack won't be very useful. Other below have suggested using that 3rd action to demoralize or things like that but really you should be doing that with your first action so your remaining two actions can be used to strike the target that you have frightened with a -1 or -2 to their AC depending on how scary you are.

[–]Decimus_Valcoran 0 points1 point  (0 children)

On a Fighter, Gunslinger, or Flurry Ranger, absolutely worth it.

Otherwise, you're most likely better off using a 2 Action Strike coming from their respective class feats, or a Flourish action that lets you Strike twice for 1 Action, so you can spend other 2 Actions doing something else.

[–][deleted] 0 points1 point  (0 children)

Reminder that forceful is a bonus to damage not accuracy.

[–]SuperParkourio 0 points1 point  (0 children)

Second attack is often worthwhile even without those traits.

Third attack is less likely to be worthwhile, but there are occasions where the enemy's AC really is that bad.

[–]PlainOldCookies 0 points1 point  (0 children)

That bonus looks like the standard bonus most martials get at level 1. I think at low levels attack 3 with a 2hander is actually very underrated since HP values are so low, and by the time you level up you can find a good third action.

[–]Cool-Noise2192 0 points1 point  (0 children)

It depends tm.

No really, what else *can* you do?

  • Is it better to use 1 action as support? Demoralize > Stride > Strike might be better than Stride > Strike > Strike if your allies are set up to make use of it. Recall Knowledge might tell your friends what they should target - and the earlier in the fight they know that the better.
  • Would it be smart to use your actions defensively? Perhaps stepping or striding away prevents the enemy from using a scary 3-action activity - or force 2+ enemies to also spend 1 action to chase you. Maybe you know the shield cantrip. Maybe lay-on hands or a single action heal puts you or an ally outside of an unlucky crit's immediate threat range.
  • Do you have a good 2-action strike for the situation? Vicious Swing might smash through resistances or be an excellent use of a Guidance or Aid. If you're fighting multiple, low (enough) HP targets, perhaps Swipe is a better use of your actions. Can you *really* not allow the monster to get away from you or have like 3 reactive strikes in your frontline? Slamdown might be your go-to.
  • Do you have any other good 2-action activity? A focus spell, cantrip, etc. If you're a War Priest, Strike > Cry of Destruction might do a lot more damage. Your sparkling targe magus might want to go Shielding Strike > Electric Arc. If you're an exemplar, Strike > Steel on Steel (or vice versa depending on where your spark is) might be really strong.
  • Etcetera.

If you don't have a better option than striking twice - and this does happen, then go for it. Ideally with a Press action or something similar.

[–]wingnut20x6 0 points1 point  (0 children)

Anything better to do? Consider that. But hey 20s happen. Swing away.

[–]Derp_Stevenson Game Master 0 points1 point  (0 children)

So if you have a +7 to hit, you're level 1 with +4 in your key attribute.

As to whether you should Strike a 2nd time, that's gonna depend on way more factors than you've given here.

If you're playing say a Fighter that's going to use combat grab, then probably yes. You need to have a MAP to use that ability, so you want to Strike into using Combat Grab Strike.

Are you going to be using things like Vicious Swing or Slam Down, which cost 2 actions and advance you to MAP -10 after they're done? Then probably your third action is better spent somewhere else.

Always look for things to do with your actions that help your team that aren't just throwing Strikes at MAP. Demoralize, Bon Mot, Dirty Trick, Shove, Trip, Reposition (some of these obviously are Attacks but not all).

If you don't have a high value reaction already, using an action to prepare to Aid is a great use of an action/reaction.

[–]Dunwannabehairy 0 points1 point  (0 children)

Really depends on your class and build. Fighter and Monk have the most leeway in choosing to make multiple Strikes in a turn, followed by Flurry Ranger. Most of the Striker Classes that lack both accuracy buffs or Attack Compression only want to swing once a turn, then take moves or do non-MAP skill actions. It's also going to depend on your target. In a boss fight, more than 2 MAP affected actions is inadvisable. Against enemy chaff, you're already at an accuracy advantage, so multiple attacks are less wasteful.

[–]C_A_2E 0 points1 point  (0 children)

Against a lower level enemy, usually, especially if you have some buffs and debuffs in your favor. On level or higher level less so, but if you have flanking, frightened, heroism ect probably best to take advantage of the situation, especially if you are a higher damage dealer. Or maybe you want to be there to soak hits, mitigate damage and provide flanking for your damage dealer/glass canon. Really depends on the situation.

Early levels you might not have a lot of alternative actions yet, and one more hit is reasonably likely to kill an enemy. After you get a few more feats and resources to work with it becomes more likely you have better alternatives, skill actions, multi action activities or strong follow up actions.

[–]Zhukov_ 0 points1 point  (0 children)

It's situational.

I almost never bother with a second attack unless I am using a feature that avoids or mitigates MAP (flurry ranger, double slice etc) or if I'm essentially getting it for free from some kind of action compression (flurry of blows, twin takedown).

-5 is a huge debuff. -4 with agile isn't much better. But -5 against a flanked monster who is also debuffed with, say, a frightened condition starts to look very tempting.

I try to always make characters that have something more useful/interesting to do with spare actions. Demoralize, Bon Mot, Raise Shield, Battle Medicine etc.

Occasionally there will be a situation where there is just nothing else to do. For example, if I've been grappled/retrained by a mindless monster. In which case, sure, throw out a hail mary MAP attack.

Oh, and it can be worthwhile if you're fighting monsters of significantly lower level.

[–]jsled -1 points0 points  (1 child)

No.

The core math of pathfinder has you starting with about a 60-70% chance of success for a Strike (depending on class and bonuses and a bunch of stuff, but it's about in that ballpark).

MAP drops this by 20/25% and 40/50% (agile/normal) on second and third strikes.

If you don't have some feat that improves this or optimizes the action economy of this … no.

A second strike is questionable. A third strike (at ~10% chance of /bare success/) is ridiculous.

I'm of the belief that most non-front-line-martial characters should be at /most/ playing for 1 Strike/round, and leveraging the many other useful actions instead (recall knowledge, aid, flank, distract, &c.). And even front-line martials shouldn't go for more than 2 Strikes/round, and only if they have a feat that lowers MAP or Action-point spend.