Flamestrike
Legend
A DnD combat round featuring mid level PCs., and extensive use of class features and bonus actions:
(no need to recalculate initiative)
Fighter: I'll attack the Fire Giant with my +1 Maul Skullcrusher, using GWM's +10 to damage, and Action surge (rolls 4 x d20 attack rolls at +4 vs AC 15, 2 hit, rolls damage of 2d6+15 twice, DM subtracts from HP). Spends a Superiority die to add 1d8 to the damage and force a Save vs fear at DC 15, which the giant fails. As a bonus action, I'll use my Second Wind (rolls 1d10+7 and heals that).
Rogue: I'll use my bonus action to Aim, and attack the same Fire Giant with my action (rolls 1 attack at advantage, hits, rolls 5d6+5 for damage)
Sorcerer: I'll fireball the 5 Orcs. Player rolls 30 8d6 damage, the DM forfeits saves, because they only have 15HP and die even if they make it, and as a Bonus action I'll convert 5 SP into a 3rd level slot.
Cleric: I'll cast Cure Wounds on the Fighter using a 2nd level slot (rolls 2d8+5) and attack with my Spiritual weapon as a bonus action against the Fire Giant (makes an attack roll, misses).
Note how the complexity comes from class features that are unique to each class (as do the abilities being used with Bonus actions), and not from general combat options available to all.
This is no different to SWADE where Seasoned/ Veteran PCs (roughly 7th level in DnD terms) have access to Powers, Edges and so forth that also add in extra options or affect gameplay.
In SWADE:
Initiative - Cards are drawn from the Deck. The Level headed wizard discards a 4 and gets a 7 of hearts, the Fighter gets a Queen of spades, the Quick Rogue gets a Jack and a nine (keeping the Jack of spades) and the Cleric gets a 6 of clubs.
Fighter: (Thinks for a bit, crunching the math) OK... I'll attack the Fire Giant, using my Frenzy Edge and the Wild attack combat option, and attack... three times at -4 MAP... plus an extra attack from Frenzy, with my Signature 2H Warhammer 'Skullcrusher', and my Fighting skill of d10. I have a +1 gang up bonus thanks to the Rogue, +1 from my signature weapon, +2 from the size difference, +2 from Wild attack... but also 1 point of wound penalties, and am also at -6 thanks to my MAP and Frenzy edge. The Giant has a parry of 5... so I need (calculates)... 7's to hit.
Rolls 1d10 (and 1d6) exploding taking the highest result, four separate times, with 7's hitting, and 11's causing a raise. He hits twice, one with a raise, spending a Bennie to re-roll one of the misses (and still missing) for 5 separate rolls on two separate vectors (including the wild die) vs the TN calculated above.
Rolls damage - Has the Giant slayer edge so that's an extra d6: Rolls 2d8+2+1d6 (exploding). Compares the result to the Giants Toughness of 10 plus Armor of 4 (minus the AP of the warhammer of 2) = 12. For every 4 above this TN, the Giant takes a wound.
Repeats this process for the raise, rolling 2d8+2d6+2 (exploding) this time.
He inflicts 2 Wounds, which the GM spends a Bennie to Soak, rolling the Giants Toughness of d12 (and wild die of d6) taking the better result, vs a TN of 4. He soaks 1 wound.
I'm not even going to get into the rest, but that Fighters turn, took considerably longer than our DnD Fighters turn did, involved a lot more math, and a lot more decision points.
For a game supposed to be 'fast, furious and fun' more math(including long division), more decision points, more crunch and taking considerably longer, is not any of those three things.
(no need to recalculate initiative)
Fighter: I'll attack the Fire Giant with my +1 Maul Skullcrusher, using GWM's +10 to damage, and Action surge (rolls 4 x d20 attack rolls at +4 vs AC 15, 2 hit, rolls damage of 2d6+15 twice, DM subtracts from HP). Spends a Superiority die to add 1d8 to the damage and force a Save vs fear at DC 15, which the giant fails. As a bonus action, I'll use my Second Wind (rolls 1d10+7 and heals that).
Rogue: I'll use my bonus action to Aim, and attack the same Fire Giant with my action (rolls 1 attack at advantage, hits, rolls 5d6+5 for damage)
Sorcerer: I'll fireball the 5 Orcs. Player rolls 30 8d6 damage, the DM forfeits saves, because they only have 15HP and die even if they make it, and as a Bonus action I'll convert 5 SP into a 3rd level slot.
Cleric: I'll cast Cure Wounds on the Fighter using a 2nd level slot (rolls 2d8+5) and attack with my Spiritual weapon as a bonus action against the Fire Giant (makes an attack roll, misses).
Note how the complexity comes from class features that are unique to each class (as do the abilities being used with Bonus actions), and not from general combat options available to all.
This is no different to SWADE where Seasoned/ Veteran PCs (roughly 7th level in DnD terms) have access to Powers, Edges and so forth that also add in extra options or affect gameplay.
In SWADE:
Initiative - Cards are drawn from the Deck. The Level headed wizard discards a 4 and gets a 7 of hearts, the Fighter gets a Queen of spades, the Quick Rogue gets a Jack and a nine (keeping the Jack of spades) and the Cleric gets a 6 of clubs.
Fighter: (Thinks for a bit, crunching the math) OK... I'll attack the Fire Giant, using my Frenzy Edge and the Wild attack combat option, and attack... three times at -4 MAP... plus an extra attack from Frenzy, with my Signature 2H Warhammer 'Skullcrusher', and my Fighting skill of d10. I have a +1 gang up bonus thanks to the Rogue, +1 from my signature weapon, +2 from the size difference, +2 from Wild attack... but also 1 point of wound penalties, and am also at -6 thanks to my MAP and Frenzy edge. The Giant has a parry of 5... so I need (calculates)... 7's to hit.
Rolls 1d10 (and 1d6) exploding taking the highest result, four separate times, with 7's hitting, and 11's causing a raise. He hits twice, one with a raise, spending a Bennie to re-roll one of the misses (and still missing) for 5 separate rolls on two separate vectors (including the wild die) vs the TN calculated above.
Rolls damage - Has the Giant slayer edge so that's an extra d6: Rolls 2d8+2+1d6 (exploding). Compares the result to the Giants Toughness of 10 plus Armor of 4 (minus the AP of the warhammer of 2) = 12. For every 4 above this TN, the Giant takes a wound.
Repeats this process for the raise, rolling 2d8+2d6+2 (exploding) this time.
He inflicts 2 Wounds, which the GM spends a Bennie to Soak, rolling the Giants Toughness of d12 (and wild die of d6) taking the better result, vs a TN of 4. He soaks 1 wound.
I'm not even going to get into the rest, but that Fighters turn, took considerably longer than our DnD Fighters turn did, involved a lot more math, and a lot more decision points.
For a game supposed to be 'fast, furious and fun' more math(including long division), more decision points, more crunch and taking considerably longer, is not any of those three things.