Combat in Five Minutes

Do you miss being able to have 'throwaway combats'? You want to toss a pair of goblins at the party without stopping play for half an hour? Here's a quick system to adjudicate combats whose primary purpose is flavor.

Note: do not use these rules on fights that actually matter to the plot or where the PCs have some chance of dying.


Five Minute Combat
Describe the combat area, detail the hostile side, and determine which side has surprise (if any). Each side makes one initiative roll, using the best Initiative modifier among its members.

Each turn, the active side picks one member to get the spotlight. That PC, NPC, or monster gets to do cool stuff and make an attack, possibly killing or injuring his enemies. Then the other side gets to go, and the spotlight switches to one of its members.

The spotlight goes back and forth until everyone on each side has gone once. If one side runs through all its members first, they have to wait until the other side finishes its roster. After both sides have finished their roster, start over from the top.


Surprise Round
If the DM rules that one side caught the other by surprise, one member of that side gets a single turn in the spotlight, and then combat starts with its normal order.

Initiative with Minions, Elites, and Solos
A group of four minions basically count as one monster. Minion groups and normal monsters must all take their turn before any elites can take their turn. All elites must take their turn before any solos can take their turn.

The exception to this is the surprise round. The surprising side can bust out its biggest gun -- or at least the biggest gun who was sneaky enough to surprise the other side.


Party's Turn.
The party picks one player to go. Usually this proceeds in initiative order, but players can switch it up if they want. That player gains the spotlight.

The spotlit player describes how he contributes to the battle, usually some combination of at-will and encounter powers, plus liberal use of 'do something cool.' He can choose to use a daily power if he wants.

He then either chooses to target one enemy or two. If one, he makes an attack roll against whatever defense makes sense. (Alternately, maybe an opposed skill check if he wants to trick an enemy off a ledge or something.) On a hit he defeats the enemy. If he uses a daily power, he doesn't even have to roll; he automatically drops it.

If he targets two enemies, he makes an attack roll against each, and bloodies those he hits. If he blows a daily power, he bloodies those he misses, and drops those he hits.

Treat a group of four minions as one single enemy*. If you want to have any elites, just double the amount of hits needed, so it takes two normal hits to drop one, or four 'multi-target' hits. For a solo, quadruple the amount needed.

*In some circumstances, you might treat a larger group of particularly weak minions as a single enemy, such as a peasant mob or a zombie swarm.


Hostiles' Turn.
The DM chooses one enemy to gain the spotlight. Remember, the order goes normal monsters & minions, then elites, then solos.

The DM describe how the spotlit monster contributes to the battle. It makes an attack roll. If it's targets a single PC, a hit costs the PC two healing surges. A miss costs one healing surge. If it targets two PCs, a hit costs one healing surge, and a miss has no effect.

Elites deal double the number of surges. Solos deal quadruple. If a PC runs out of surges, additional surges lost each cost him 1/4 of his HP. If a PC would be reduced to 0 hit points, he is removed from battle and cannot contribute further.

Targeting PCs
The PCs have no restrictions on which monsters they can target, and indeed they are best served by going after enemies who haven't had the spotlight yet.

Monsters, however, are not allowed to gang up on a single PC. Whenver a monster hits a PC, no other monster can target that same PC until every other PC has been hit at least once. This restriction simulates the fact that in most 4e combats, everyone loses a few surges, rather than all the monsters simply ganging up on one guy while ignoring all the others.

If the PCs are fighting four orcs, and orc 1 attacks the wizard, if orc 1 hits, no enemy can target the wizard until everyone else in the party has been hit. If orc 1 misses, though, the monsters can keep trying until they score a hit.


Victory and Defeat.
If the PCs drop all their enemies, they win. They might kill their enemies, take them captive, or grant them mercy.

If all the PCs are removed from combat, they lose and flee or are captured at the DM's discretion. They are treated as being at 1 hit point.


Thoughts?
 

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If I want a 5-minute combat in 4e, I use 4-8 minions and the standard rules.

I really don't like systems like this, because they are basically "free wins" for the party. There's absolutely no threat of real harm or death, the party gets to auto-defeat bad guys simply by spending daily powers, etc.

That said, it looks like a viable system if you like that kind of playstyle. It's just not MY style.

Edited to add: Also, I totally hate "monsters like a challenge" rules. Forcing a "no focused fire" rule basically rapes any chance of the monsters using real tactics.
 

Interesting.

Why have initiative? I think you could axe that.

You might want to give Brutes an extra hit since their defences are low.

Instead of having one spotlight character who acts, why not have all characters on both sides act; only one per side rolls, and the others provide Aid Another bonuses? (It may go deeper than +2; you could make a quick chart listing possibilities.)

The monster's side has HP = number of monsters x2. Each attack deals 2 damage. If you reduce the monster's HP to 0 they lose and you win. Looking at it like that you might be able to provide some places for interesting choices.

Reminds me of HeroQuest.
 

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