Halfbat said:
Nice ideas, Gnarsh. Rather than flat 50% (which I appreciate makes things simple) it's tempting to accumulate something (such as 20%) each time an additional identical action is used (what about move???

).
For a high Dex giving four CA with the same weapon from a 60% skill? The progression would end up something like 60%, 40%.. 20% ... then sorry, you can't attack again with that one.
The off-hand weapon already starts at -20% for the first additional CA, then could be used for normal CA's with a similar penalty each time (so for two sets of attacks the sequence would be 1st wpn 60% -> 40% -> 20% then second weapon would step from 40% -> 20%.
What about multiple parries/Reactions? Penalise them, too?
The -50% is cumulative. Also. the "bonus attack" with an offhand weapon or bonus parry with a shield is eliminated. You simply apply a
cumulative -50% to each attempt of an attack, parry or dodge that you've already done that round.
For example: You have 3CAs. You spend your first one attacking with your sword at full skill. You spend the second one attacking a second time with the same sword at -50%. On your third CA, you decide to kick or shield bash since you figure you've got a better chance of getting something through at that point (cause you'd be at -100% with your sword if you didn't).
If you equipped an offhand sword you'd get to use your first attack at full skill. Then attack with the offhand at full skill again. Then attack with either weapon for a third attack at -50%. If you had a 4th CA, you could actually then attack for the second time with the other weapon for another attack with that sword at -50% (compared with a whopping -150% skill if you'd tried to attack 4 times with the same sword).
In that system, equipping a shield gives you a second *different* defensive action (you could dodge one attack, parry another with the shield, and potentially parry a third time with your weapon for three full skill defensive actions). If you didn't have the shield equipped (or an offhand weapon), you'd only get one parry and one dodge and then the next defensive action would be at -50%.
An alternative rule would also just be to eliminate reactions as well. Since skills decrease rapidly, just use those to determine what you can do. Just add in a rule that once you fail a skill/limb combo you can no longer attempt that skill again that round. So once you miss a dodge, you can't dodge anymore. Once you miss with your left handed parry, you can't parry with your left hand anymore (with whatever you have equipped there).
The idea here is to make it so that CA's don't rule the game (and by extension the DEX stat), to maintain the advantage of equipping multiple weapons and/or having extra limbs to attack/defend with, and to also retain the idea that character skill has a huge effect on the result of a combat. By making the skill reductions *large* you do that. Making them small (like -20) trivializes them. No one's going to run out of skill before they run out of CAs, and you're always going to choose to use your 2h weapon at -60% before kicking someone, right? Now, you'd darn well better be a double-master with that greatsword if you want to get 4 attacks off with it reliably.
I just think it does a better job of simulating a combat round. I just personally *hate* the idea that dex and dex alone determines how many attacks you can make in a round...