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General Tabletop Discussion
*TTRPGs General
how many attacks should be allowed per round before its just nonsense or a pain for running a game.
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<blockquote data-quote="Blue" data-source="post: 7243268" data-attributes="member: 20564"><p>Depends on your system. And also what you count as an attack - if someone does an area of effect that requires a roll for 8 creatures caught in it but only a single damage roll vs. 3 iterative attacks, each with their own damage roll and possibly shifting targets.</p><p></p><p>Or something like Hero where you roll to hit, you roll something like 10d6 for damage. You count the 10d6 one way for stun damage which then needs to be subtracted from defenses (which might have an activation roll for partial-covering defenses), and then count the 10d6 a differetn way for body damage (also against defenses, etc.). That takes just as long as multiple attacks in a mroe streamlined system.</p><p></p><p>I think it's not about any absolute number of attacks, but rather how much down time between a player's actions, which is strongly influenced by how long each player's turn takes, how long the DM takes to run foes (which is often simplified vs. player turns for many foes), and how many players there are. If you are waiting 15 minutes between actions, most players will lose focus during that time. (Which then requires reaps and such which slow it down even more.)</p><p></p><p>So work backwards. If you want each player to go every five minutes and have 5 players, that means you need 4 other players and everything the DM needs to do to happen in 5 minutes total. If you consider the DM as 2-3 players worth because or multiple foes, that's about 45 seconds a turn. Can you make your decisions and get in all of your attacks during that period?</p></blockquote><p></p>
[QUOTE="Blue, post: 7243268, member: 20564"] Depends on your system. And also what you count as an attack - if someone does an area of effect that requires a roll for 8 creatures caught in it but only a single damage roll vs. 3 iterative attacks, each with their own damage roll and possibly shifting targets. Or something like Hero where you roll to hit, you roll something like 10d6 for damage. You count the 10d6 one way for stun damage which then needs to be subtracted from defenses (which might have an activation roll for partial-covering defenses), and then count the 10d6 a differetn way for body damage (also against defenses, etc.). That takes just as long as multiple attacks in a mroe streamlined system. I think it's not about any absolute number of attacks, but rather how much down time between a player's actions, which is strongly influenced by how long each player's turn takes, how long the DM takes to run foes (which is often simplified vs. player turns for many foes), and how many players there are. If you are waiting 15 minutes between actions, most players will lose focus during that time. (Which then requires reaps and such which slow it down even more.) So work backwards. If you want each player to go every five minutes and have 5 players, that means you need 4 other players and everything the DM needs to do to happen in 5 minutes total. If you consider the DM as 2-3 players worth because or multiple foes, that's about 45 seconds a turn. Can you make your decisions and get in all of your attacks during that period? [/QUOTE]
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Community
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how many attacks should be allowed per round before its just nonsense or a pain for running a game.
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