115338 jpg
(31.68 KB, 480x480)
>>/6471/
> Alice shenanigans are somewhat excluded, I will sleep well at night knowing that whether she's evil or not, she's not a cheater.
Alice doesn't cheat. That's cringe. I even took the shitty stats I rolled. The more undesired the outcome, the more fun.
But still...
Won't this proposed system make the game even more complicated? Sure, the vanilla system is a compromise, but it keeps things simple, clear and balanced. I feel we're already very conservative with our actions per turn and that's fine. Packing too much into a turn feels cheesy.
Also would this also apply to enemies? Multiple attacks per turn make a huge difference and a goblin with a light handaxe would suddenly deal the same damage (2d6) as a greatsword wielder if you give all light weapons 2 attacks. 2D4 for an ordinary dagger is also OP.
And what would this mean for that high speed elven dagger? 3 attacks per turn? 4?
Or if Yulya casts Sacred Flame with the ring of quick casting? Also 3 or 4 attacks? That seems excessive for us low level rookies.
Also consider that my bonus high speed multi-attacks are my main feature as monk who neither deals nor can take a lot of damage otherwise. I only get bonus unarmed strikes which are pretty weak. If everyone gets multiple attacks with their weapons this breaks the game's balance and puts me at an extreme disadvantage compared to high damage dealers.
So I would vote for strictly limiting things to 1 attack per turn unless specifically stated otherwise in the rules. I think it's fine to do another thing that turn after a quick attack but not attack again.