That's assuming every attack hits.
It's also assuming no feats or magic. Adding either increases both chance to hit and the total damage done. 40 damage is a very small amount for any damage centric character or monster after level 10 or so.
So... is it better to use swift actions at 1/round each, or free actions, or both?
I can see the merit in having counterspell as an immediate action, but I'm leery of adding more actions - it's like adding more bonus types. I'll try to think of a way to do counterspells without having to ready an action.
Best to have both. That way you can create a distinguishable difference between free actions and actions that are quick enough to be done in addition to move/attack actions but still take a time investment.
And the only new action added to the economy is swift. One swift per round on top of your move, attack, and free actions. Immediate actions are a special type of swift action that can be used out of turn, but they still consume your swift action for the round.
Counterspelling could definitely use some new rules.
All reaction based tactics could use new rules, and immediate actions are the key to making them viable.
IME, playing a rogue in a 30th-level campaign, it was the 3rd and 4th attacks that suffered. The first usually hit (75%ish), and the second had about 50%; after that, it was a crapshoot. Problem was, since there was no allowance for taking fewer attacks and still being able to do stuff, I had to either stand around, make all four attacks (or 8, in my case, with TWF) and hope I rolled a crit, or move and make a single attack.
If you're basing yourself on physical damage and you only have a 3/4 chance of hitting with your first attack, before any kind of miss chance or other defenses are applied, then your character is a poor point of balance. That's a character that can't do it's job. And if your character isn't based on physical damage (primarily skill role, ambush tactics, BFC) then it's still a poor point of balance for physical combat.
Secondly, if you are in a situation where you have X number of attacks that only hit on a crit, it's not that hard to roll multiple d20s, with some distinguishing feature for any changes (such as having different weapons in each hand represented by different dice colors).
I also fixed the EAB problem - it doesn't kick in until your BAB hits +20, no matter how many levels or what combination of classes you have. At L40, the gap between high and mid BAB is only 3 points, instead of 5.
This actually doesn't fix anything. It just makes full BAB and that fourth iterative less special. One less reason to take Fighter and it's ilk in epic games.
Clarifying notes on small characters is a nice addition to races section, but left off of the page of the individual small race.
I didn't see the need to repeat it for every single entry.
There's only two core Small races, and with being moved away from the base races page to see their details, it'd be nice to have all relevant information for any race represented directly on their stats page. It's just a copy/paste job, not like you have to actually retype it each time.
Overall my first big problem with it is organization, I have to navigate away from what I'm currently reading to get details on the subject I'm reading about, but the basics of the subject I'm reading about aren't included with the details. Very annoying. Would be better to reformat it into either a long list with bookmark links or link activated drop downs.
I assume you're still talking about the races section here?
All sections. Especially in digital media (where it's so easy) I'm a big fan of user friendly redundancy of information. The less places I have to look for information to get the information I need to do a specific thing, the better.
That was the point - there's far too much stacking of bonuses in D&D.
While I disagree, even if that's the balance point you want for your game, why not just convert all bonuses into Intrinsic, External, and Internal? It's essentially the end goal of what you're doing anyway, and gets rid of the whole two tier system for bonuses.
I didn't introduce any new exceptions; everything there is pretty much straight out of the SRD.
"Intrinsic modifiers stack with each other (as long as they're different types)" is an example of what I was referring to.
You have three new tiers of bonus types. Two of the three restrict stacking of everything within the category on lower tiers (except that dodge and circumstance bonuses still stack with themselves, but not others on the same tier), but the third does not restrict stacking of items in the category.
This is a complication to an already diverse mechanic; it just bogs things down.
Huh what? I followed you up until that last sentence. Looks like you forgot to finish it?
To clarify:
"What is the point of adding these whole new categories when your point is to actually just eliminate certain stackings? Just rule either that "All X bonuses are now Y" (All Luck bonuses are Morale bonuses for example) or that "X and Y bonuses" don't stack(Luck and Morale don't stack for example). No need to make new groupings and categories and new exceptions. And the modifiers section break down is good, but you didn't even put in that section which of the three of your new types of modifier each is (even usually - Armor, for example, is listed as intrinsic under intrinsic, but the Armor Bonus section makes no mention of this)."
That's not saying much, but thanks anyway. If you have time for more comments, toss them my way - very little of this has been playtested, and it could use a good going-over by a second set of eyes.
As I get time I'll go over more and more.
And the difference in tone alone between this review and that one should say at least a little something to you.
One new thing I will add now is that I'd really love to see fractional BAB/saves (you've got them up as variants currently) worked into the system to begin with. They make the most sense the way the rest is presented, and doing it from the start would allow for massive simplification and standardization. They really should have just been presented as the standard in the first place when it switched from 3.0 to 3.5, but old schoolers still couldn't bear to see multiclassing so encouraged, even though it's the core of flexibility and beauty in the 3.5 system.