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Attacks per Round
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<blockquote data-quote="Crazy Jerome" data-source="post: 5801761" data-attributes="member: 54877"><p>My vote is single "attack" for everyone, absolutely no exceptions whatsoever, not with two weapons, not with eight arms, not even <em>hasted</em>, no way, no how, do not pass Go, do not collect 200 gold piece, no get out of jail free ... Did I mention that I want only one attack? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> </p><p> </p><p>Despite that, I don't mind a few extra "attack rolls" where warranted. The 4E change to area affects seems counter-intutive after years of the old way, but is faster in practice, and if you think about, even more reasonable in what it models. (For those that don't know, in 4E, something like a <em>fireball</em> gets one damage roll, but an attack roll for each target in the blast. Or if you prefer an earlier resolution, single damage roll with multiple saving throws--mostly the same thing, mechanically.)</p><p> </p><p>IMHO, multiple attacks are simply not worth all the extra trouble that they cause for what little flavor/simulation they provide. And every thing they do provide can be 90% handled via other, less troublesome means. If a warrior type can "cleave" multiple enemies nearby, make that a single "attack" that targets a nearby, small area, resulting in multiple "attack rolls"--that happen to be identical, with a single damage expression. If a skirmisher character attacks really fast with two short blades in each hand, make that a single "attack" with a better chance to hit but a highly variable damage expression. (You might connect a lot or a little, but you probably won't miss altogether.)</p><p> </p><p><strong>Nothing</strong> slows down combat in D&D 3E and later like characters rolling attack, then damage, then repeating against the same and/or other targets--sometimes even waiting for resolution of one attack before doing the next. You can say, "roll attack and damage" at the same time until you are blue in the face, and this will still slow everything down.</p><p> </p><p>Flavor the multiple attacks inside an appropate single "attack", and you get good flow at the table: Announce intended "attack", handle rolls, handle descriptions and resolution. No back and forth.</p><p> </p><p>I'm not usually one for slippery slope arguments, but on this one I'm adamant, and don't care who knows it! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f631.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":eek:" title="Eek! :eek:" data-smilie="9"data-shortname=":eek:" /><img src="http://www.enworld.org/forum/images/smilies/nervous.png" class="smilie" loading="lazy" alt=":heh:" title="Nervous Laugh :heh:" data-shortname=":heh:" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> When it comes to multiple attacks, the only way to be sure is to nuke it from orbit. <img src="http://www.enworld.org/forum/images/smilies/angel.png" class="smilie" loading="lazy" alt=":angel:" title="Angel :angel:" data-shortname=":angel:" /></p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5801761, member: 54877"] My vote is single "attack" for everyone, absolutely no exceptions whatsoever, not with two weapons, not with eight arms, not even [I]hasted[/I], no way, no how, do not pass Go, do not collect 200 gold piece, no get out of jail free ... Did I mention that I want only one attack? :p Despite that, I don't mind a few extra "attack rolls" where warranted. The 4E change to area affects seems counter-intutive after years of the old way, but is faster in practice, and if you think about, even more reasonable in what it models. (For those that don't know, in 4E, something like a [I]fireball[/I] gets one damage roll, but an attack roll for each target in the blast. Or if you prefer an earlier resolution, single damage roll with multiple saving throws--mostly the same thing, mechanically.) IMHO, multiple attacks are simply not worth all the extra trouble that they cause for what little flavor/simulation they provide. And every thing they do provide can be 90% handled via other, less troublesome means. If a warrior type can "cleave" multiple enemies nearby, make that a single "attack" that targets a nearby, small area, resulting in multiple "attack rolls"--that happen to be identical, with a single damage expression. If a skirmisher character attacks really fast with two short blades in each hand, make that a single "attack" with a better chance to hit but a highly variable damage expression. (You might connect a lot or a little, but you probably won't miss altogether.) [B]Nothing[/B] slows down combat in D&D 3E and later like characters rolling attack, then damage, then repeating against the same and/or other targets--sometimes even waiting for resolution of one attack before doing the next. You can say, "roll attack and damage" at the same time until you are blue in the face, and this will still slow everything down. Flavor the multiple attacks inside an appropate single "attack", and you get good flow at the table: Announce intended "attack", handle rolls, handle descriptions and resolution. No back and forth. I'm not usually one for slippery slope arguments, but on this one I'm adamant, and don't care who knows it! :eek::heh:;) When it comes to multiple attacks, the only way to be sure is to nuke it from orbit. :angel: [/QUOTE]
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