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Anyone figured out math to remove extra attacks?
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<blockquote data-quote="Madeiner" data-source="post: 6621650" data-attributes="member: 61624"><p>Hi there.</p><p></p><p>One of the main reasons im switching over to 5e from PF is to speed up combat, and iterative attacks are what are slowing PF down so much (one of my players can do up to 8 attacks per round...)</p><p></p><p>I see that even in 5e, higher level characters get two to four attacks per turn depending on conditions.</p><p>I'd love a simple, yet balanced, way to remove those extra attacks to speed up combat even more, while also keeping the same expected damage output.</p><p></p><p>Now, the easiest way would be ofc to roll just one d20 for however many attacks you have. You hit, you multiply your damage by the number of attacks you have. You miss, you miss everything.</p><p>This however results in PCs dealing either 0 damage or a wholelot of damage with no middle ground.</p><p></p><p>Is there a "nicer" solution (again, i want the simplest thing possible) that allows for a middle ground?</p><p>Maybe a simple equation that allows for no-damage; half damage; or full damage (half/ full damage intended relative to the amount you would do with all possible attacks)</p><p>I guess it should be mathematically possible, especially if you are going to use the same to-hit bonus and same damage for each of your attacks.</p></blockquote><p></p>
[QUOTE="Madeiner, post: 6621650, member: 61624"] Hi there. One of the main reasons im switching over to 5e from PF is to speed up combat, and iterative attacks are what are slowing PF down so much (one of my players can do up to 8 attacks per round...) I see that even in 5e, higher level characters get two to four attacks per turn depending on conditions. I'd love a simple, yet balanced, way to remove those extra attacks to speed up combat even more, while also keeping the same expected damage output. Now, the easiest way would be ofc to roll just one d20 for however many attacks you have. You hit, you multiply your damage by the number of attacks you have. You miss, you miss everything. This however results in PCs dealing either 0 damage or a wholelot of damage with no middle ground. Is there a "nicer" solution (again, i want the simplest thing possible) that allows for a middle ground? Maybe a simple equation that allows for no-damage; half damage; or full damage (half/ full damage intended relative to the amount you would do with all possible attacks) I guess it should be mathematically possible, especially if you are going to use the same to-hit bonus and same damage for each of your attacks. [/QUOTE]
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Anyone figured out math to remove extra attacks?
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