kal wrote:I'm asking because I dont just want to drop everyone to 1 attack without any re-balances - it would suck for juicer players, they would loose a huge advantage.
So my question remains (and expanded), how to create 1 attack/action per round rule, but to keep the diversity of combat proficieny?
My current throughts are to translate the number of attacks into some bonuses for initative, attack and defence (strike/parry), as a faster character should be able to better fight a slower character (a feather weight fighter would run rings around a heavy weight), and its the weapons and armour of combatants that take care of damage and health, where that speed doesnt factor into it as much???
Think that is the right direction to go in?
Kal
I had similar thoughts when starting to play Palladium. I had played a few other games where the attacks were all round based and everyone got one attack per round. Which made things easy.
I liked the Palladium attack per melee system to show how fast someone could fight. But in order for me to better wrap my brain around it and keep the ease that I was familiar with, I came up with the basic "Splice Attack" rules. This was polished a bit over the years by my group of players to fit new scenarios like magic, but the basic concept stayed the same and has worked really well.
As usual, initiative is to determine the order of turns.
When combat commences, break the melee up into rounds equal to the number of attacks of the lowest participant (called the base). (3-4 being the least). So everyone gets at least one attack per round. Anyone with attacks above the base can use those attacks as quick actions or "splice attacks". Only one splice attack can be used per round unless they more than doubled the base. These can be used as desired by the player, but can't be used all at once.
Splice attacks can only be dodged by another splice attack, which makes them lethal. They can also make an maneuver that takes two attacks take only one round. There are movement penalties of offensive attacks when using a splice attack. It's the standard -3 to strike to hit or to be hit.
Characters with fewer attacks than the base only get to attack at evenly spaced rounds. I.e. two attacks are used in the beginning and middle rounds of the melee. Three attacks can be used in the beginning, middle and last round.
See the link in an above reply. I posted a URL to the complete explanation to these rules in that thread. They're not much more than what I put down here.
With this method, the characters have at least 1 attack per round as you were going to do by having 1 attack per melee. But the splice attacks come in to play to spice things up and show the speed and lethality of the characters. So the round of base attacks becomes the equalizer like you were hoping for and you don't have to convert into bonuses or anything complex. And you can still use Palladium's rules, just a minor tweak.
I really hope this helps out.