Or the system is written so that, rather than wasting time, the baseline characteristics of the heroes are baseline. Because half the problem with mutliple attacks/actions is that it takes so much time to run, and is generally pretty useless.
You know, if the system is well written.
Let's put it this way:
If a character is actually, genuinely twice as fast as most other characters, as in, runs twice as far in a second and performs twice as many parries and dodges and attacks and reads twice as many books in a year and solves equations twice as fast, then this trait/power is
absolutely,
utterly terrifying, and the system should reflect that. It should also be appropriately expensive. If it only applies to
attacks, that's a bit less terrifying, and should be cheaper, but still quite expensive. No 'three Charms and you get 6 attacks!' deals, nope. If you don't envision the terror of superior speed, you should try going to an ARMA/HACA/boxing/TKD etc. match and try to make your movements twice as slow as normal. Or rather don't try it, as it wouldn't end well.
Having to resolve six attacks per character is definitely an overload. Six-attacking pranas should be reserved for really tough characters who focus very much on the speedster niche.
@Giygas: Now, if a character has a signature move that is more of a Four-Colour attack, a Death of a (literal!) Dozen Cuts, then it might be more appropriate to resolve it as a single attack, and then multiply the post-soak damage by some number (depending on the power level of the charm), as dozens of largely ineffective attacks are still nasty against poorly-defending and unarmoured mooks, but not so much against someone resistant to multi-cut attrition.
Note: The latter Dozen Cuts variant is described while taking into account the fact that the Exalted system's characters (even non-heroic mortal ones) generally have extremely persistent defences that deteriorate very slowly with the number of enemy attacks, or even not at all if they have a persistent Bulwark of some sort. In a more gritty, realistic world, a dozen weak attacks are even nastier than that because the target still needs to try parrying them, and this is extremely hard, meaning more of them should succeed.
I hadn't thought of modelling rate in a similar manner as GRUPS RoF+rcl before, but that sounds like it might be a very nice way of improving resolution speed. You'd need to get rid of extra attack successes adding damage in base Exalted, which is a preferred hack of mine for a large number of reasons, or add a cascading penalty to each attack's damage.
I assume you mean the 4e variant, not the 3e one. I can tell you this: be extremely careful with the implementation. While the 3e variant was largely abandoned because it was slow, later people realized that the 4e variant produces some non-sensible results. Using Exalted Successes to denote the number of attacks that hit can likewise produce undesirable results. Or it might not. Need lots of testing, seeing how that interacts with other Charms, with mundane splitting etc.