Interesting thing to blame it on...Well, our group felt that 4Ed combats often dragged on too long, usually because melee characters didn't really have multiple attacks.
Hero, even at launch as Champions!,had area effects, which would attack each target in the area, and had autofire, which resolved multiple attacks in a single attack roll. And, it had the infamous Speed Chart, so if you wanted a fast character you actually got more turns (phases) rather than more actions each round (turn).OTOH, HERO doesn't really have iterative attacks, but in all the decades I've played it, I personally haven't heard anyone complain about their absence in combat.
One would not be unfair. Or, more generally, one "resolution" per round. Maybe it could be multiple attacks in some sense - affect multiple targets, for instance - but it should be the same level of complexity and effort to resolve as one attack or one significant action of any other sort.how many attacks should be allowed per round before its just nonsense or a pain for running a game ?
Interesting thing to blame it on..
Hero, even at launch as Champions!,had area effects, which would attack each target in the area, and had autofire, which resolved multiple attacks in a single attack roll. And, it had the infamous Speed Chart, so if you wanted a fast character you actually got more turns (phases) rather than more actions each round (turn).
Oh good god. You're making me consider selling my Rules Compendium.In high-level D&D 3e a wizard casting a mass dispel could easily take half an hour to resolve
3 strikes and you're out. 3rd time is the charm. I'm down with a 3-attack-round. However, if you spend your whole round attacking, that doesn't leave much time for defending...If you roll attack and damage every time, then 3 is already the maximum.