Multiple Attacks

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Multiple Attacks.jpg

Multiple attacks refers to a creature or character's ability to attack multiple times within a single combat round. While many monsters possess this capability — far too many to list — the ability for player characters to gain multiple attacks is largely reserved for fighters, paladins and rangers. These classes are trained in advanced combat techniques, allowing them to strike more frequently as they gain experience.

At the start of their careers, such combatants attack at the standard rate of one attack per round, designated as "1/1" on the combat table shown. However, as their experience grows and they advance in levels, their combat prowess increases, eventually allowing them to make multiple attacks per round. This progression represents not just improved speed but also greater battlefield awareness, refined technique and superior stamina, making them significantly more dangerous opponents in prolonged engagements.

Advance to Multiple Attacks

Fighter Attacks per Round
Level # Attacks/ Round
1st to 3rd 1/1
4th to 5th 5/4
6th to 7th 4/3
8th to 10th 3/2
11th to 12th 5/3
13th and up 2/1

The first improvement in multiple attacks occurs at 4th level, at which point the character's attack rate increases to "five attacks every four rounds", written as "5/4." This means that for the first three rounds of combat, the fighter, paladin or ranger continues to make one attack per round, as normal. However, on the fourth round, the character gains a double attack, rolling two attack dice instead of one.

Under standard combat rules, an attack requires 2 action points (AP) to execute. However, on the double-attack round, each attack only costs 1 AP, allowing both attacks to be made without reducing the character's overall movement. Once this four-round cycle is established, the character continues with one attack per round for three rounds, followed by another double-attack on the fourth.

At 6th level, the rate improves again to "four attacks every three rounds" (4/3), following the same pattern. A similar improvement occurs at 8th level, where characters reach "three attacks every two rounds" (3/2), allowing for alternating rounds of one attack, then two attacks.

By the time a fighter-type character reaches the threshold of "five attacks every two rounds" (5/2), the pattern shifts. The character attacks once in the first round, followed by two attacks in each of the next two rounds, before repeating the cycle.

Finally, at 13th level, these martial classes reach full combat mastery, gaining the ability to attack twice per round, every round. From this level onward, no further increases in attack rate occur, as the character has fully realised their potential in combat efficiency.

Keeping Track

A practical method for tracking multiple attacks in a combat sequence is to use a cup or bowl filled with d20s, each representing a single attack within the cycle. This allows the player to visually and physically track their attacks without relying on memory or written notes.

For a 4th-level fighter, paladin or ranger, whose attack sequence is five attacks every four rounds (5/4), the player would place five dice into the container at the start of combat. Each round, they would draw one die to represent their attack. When only two dice remain, this signals that the next round is a double-attack round, and both dice are drawn together. After completing the cycle, all five dice are returned to the container, and the process repeats.

This system ensures that the attack sequence is never forgotten or miscounted, particularly in longer combats, where remembering which round is a double-attack round can be difficult. Because each new combat resets the sequence, players can simply refill the container and begin again, keeping the tracking process simple and effective.

If a round is skipped due to the character being delayed, stunned or otherwise unable to act, the number of dice in the cup remains unchanged. The attack sequence is not adjusted — the player does not remove or reset dice for lost rounds. The sequence remains in place, continuing as if the character had acted normally. The reset only occurs at the beginning of a new engagement — not in the middle of an ongoing battle. Even in the case of a large-scale battle that lasts for many rounds, the attack cycle persists without interruption. This means that if a character misses a round, their next attack will still follow the expected sequence rather than restarting.


See Attacks with Two Weapons