Wulf Ratbane said:
When it comes right down to it, if my players can't do addition, I don't expect them to do well with multiplication.
Agreed.
Wulf Ratbane said:
Iterative attacks is already the best system, IMO. It's not slowing down the game because the math is particularly hard, it's slow because it's hard to remember a dozen different bonus sources.
No, it's slowing down the game because the high level characters have to resolve 2-6 attack rolls apiece, and so a round can take 30 minutes or more to resolve, particularly in D&D. That's not "sweet spot" gaming to me, and like you, I want "sweet spot" gaming at my table. (I still remember when we used to game with only one attack per character in earlier editions, and things worked out well.)
Wulf Ratbane said:
I'm not sure there's a problem, first of all; and secondly I'm not sure the answer is in the mechanics. It's best attacked by getting your hands back around your game-- by the throat if necessary.
Well, assuming for the moment that resolving more than one attack takes more time than resolving a single attack, then yes, there is a problem if the desired goal is to speed up game play at the table. However, you have mentioned one solution I hadn't thought of, taking the players, er, uh, the problem by the throat.
Seriously, Wulf, thanks for all your help and your input. My desired goal in this thread is to discuss what needs to be done to monsters if I remove iterative attacks. I think that's been discussed pretty well, and your input has helped me come to a number of realizations about how to approach that. It may not be the ideal solution numerically, but at least it is an informed one.
Now to implement similar strategies into my Grim Tales game...
Looking forward to further "D&D Sweet Spot" discussions on other threads,
Flynn