One thing I want streamlined in combat is multiple targets and multiple damage rolls.
Players like:
(1) Rolling to-hit only once against a target.
(2) Rolling as much damage as they can.
Rolling to-hit against one target many times per attack feels like work.
Rolling to-hit against several targets per attack, however, is okay.
Also, rolling a bucket of damage dice is similarly okay, as long as it doesn't take brainwork to think about it.
* * *
Some weapons automatically attack adjacent targets -- shotguns for example. That's okay: the player will remember what his gun attacks.
Some weapons have dial-able power levels. That could mean they cause multiple damage rolls, i.e. if power setting 1 does 2D damage, power setting 2 does 4D damage... and that's okay, because players like rolling damage. Or it could mean a multiplier: if P1 does 2D damage, P2 does 2 x 2D damage. I prefer the former definition because it's easier to think about, and again, players generally don't mind rolling more damage dice.
Players like:
(1) Rolling to-hit only once against a target.
(2) Rolling as much damage as they can.
Rolling to-hit against one target many times per attack feels like work.
Rolling to-hit against several targets per attack, however, is okay.
Also, rolling a bucket of damage dice is similarly okay, as long as it doesn't take brainwork to think about it.
* * *
Some weapons automatically attack adjacent targets -- shotguns for example. That's okay: the player will remember what his gun attacks.
Some weapons have dial-able power levels. That could mean they cause multiple damage rolls, i.e. if power setting 1 does 2D damage, power setting 2 does 4D damage... and that's okay, because players like rolling damage. Or it could mean a multiplier: if P1 does 2D damage, P2 does 2 x 2D damage. I prefer the former definition because it's easier to think about, and again, players generally don't mind rolling more damage dice.