Azahul said:
(World of Darkness combat usually means just a single roll per player/NPC per turn).
So, should I understand you're blessed to be playing nWoD? Because in oWoD combat was a nightmare - for
each attack you get the following
1. attack roll (does the attack hit)
2. resist roll (block/dodge/parry)
3. (maybe - if the attack hits) damage roll
3.9 (hidden step just before 4. - maybe) any damage reduction
4. (maybe - if there is damage and if the defender can soak it) soak roll (reduces the incoming damage)
That's more or less the minimum. I'm not kidding when I say that I had one combat take up more than two hours. Though, with that said, it was over IRC but it's still long. And that was just a side thing - just few turns of struggle, and none of us or the other party was a "combat character" (well, the other party was slightly), actual combat characters are
horrible, since, if you're not aware, in oWoD you can split your dicepool and in order to more attacks. And combat characters like to do that a lot, they do 2-4-ish of the steps above EACH TURN. EACH OF THEM. Heck, everybody can split their dicepool and it's a good idea against multiple combatants (otherwise, it's a bit hard to attack and block more than once).
Some supernatural creatures like vampires are even worse, since Celerity automatically gives them extra actions per turn (while werewolves can just spend Rage) without splitting the dicepool, they can still split their "normal" one - not the ones used for the extra actions. Older editions allowed for the extra action dicepools to be split, too, so you could seriously have a character doing, like 15 attacks a round. I'm talking a new character here - Celerity 5, Dex 5, Melee/Brawl/Firearms 5 ones can happily go for even higher. Thankfully, Revised fixed that and V20 fixed Revised.
All in all, I must say, I REALLY like the new Damage = (attack pool) - (defence) in play.