LostSoul
Adventurer
This is the quick combat system I playtested on Thursday night. It looks like we got the PC's hit points wrong when we played through it! Anyway, it worked.
Any thoughts?
Goal: just like all the other quick combat variants I've been trying, this is to make combat resolve in a flash.
Step I. Make Contact
Step 2. Beginning of Round
- Any beginning of round things take place here; standing in a zone, for
example.
Step 3. Declare Actions
- Everyone declares at the same time
- Free & Clear; only until everyone's happy with their action do you
proceed. Players may change their action depending on what the other
side has declared.
- If you can do it, you can do it, but you need to declare it. This
includes declaring any immediate actions or triggered actions, such
as OAs, a Fighter's Combat Challenge, a Shield spell, etc. If you
don't declare it as part of your action you don't do it; you can't
add an action, no matter its type, later on in the round.
- You can't wait to see what happens in the round - no delaying actions.
You have to take your chances with the roll.
Step 4. Determine Modifiers
- Add modifiers to the d20 roll based on the description of the action.
- If a power is to be used, which power is determined now.
Step 5. DM sets DCs
- Same process as is used in skill checks.
Step 6. Take Action
- Everyone rolls at once.
- Actions are simultaneous, there are no turn-by-turn actions.
- Actions are resolved in order from highest to lowest modified roll, if
it matters
- If two or more rolls are tied, determined resolution order by rolling
Init.
- When one action has multiple targets, the first roll determines the
order. When your action goes off, roll the rest of them. This goes
for things like OAs and other triggered actions like that.
Step 7. Resolve Actions
- Skill checks are resolved in the usual manner
- Damage/Hit Points:
Step 8. End of Round
- Morale checks, if necessary. A Will roll against an Easy DC of the
party's level. Can be triggered by actions taking during the round,
as well as those listed here.
If the morale check is failed, the monsters change their tactics -
running, surrendering, attempting a parley, bribe, blowing limited
resources, falling back, etc.
- Saving Throws from effects ongoing from the beginning of the round.
If a saving throw was granted during the round, or a monster can make
an immediate saving throw (eg. hobgoblins), they can do that now.
Step 9. Repeat Steps 2-8
Step 10. Shake it Out
- Actual hit point damage is determined
- Round all damage into healing surge amounts, rounding up
(eg. A fighter with 10 hits/28 HP takes 2 damage; that's 1 healing
surge, or 7 HP.)
Any thoughts?
Goal: just like all the other quick combat variants I've been trying, this is to make combat resolve in a flash.
Step I. Make Contact
- 1. Encounter Distance
In a situation where the encounter distance is unknown, roll on the
following table to determine how far apart the groups are:Code:Terrain Type Distance in Squares Dungeon 4d6 Plains 1d10x10 Hills/Moor/Mountains 3d10 Forest/Swamp 3d8 Road 1d20+10
- 2. Surprise
If one or both groups are unaware of the other, there is a chance for
surprise. If both sides are aware of each other, both sides may act in
the first round.- a. Ambush
A side trying to ambush rolls Stealth vs. the Passive Perception
of the other side. The character with the lowest Stealth
modifier makes the roll; others may Aid if they take an
appropriate action. This can result in both sides gaining
Surprise. - b. Lookout
A side that is actively keeping watch may roll Perception.
There is only one roll; others may aid. The character who rolls
is the one who is taking the most appropriate action. - c. Surprised
Characters who are Surprised may not act in the first round.
They grant Combat Advantage. - d. Character Surprise (Optional)
You may wish to determine Surprise for each character
individually.
- a. Ambush
- 3. Reaction Roll
If the monster's disposition to the PCs is unknown, roll on the
following table to determine their reaction.Code:2d6 Roll Reaction Success 2 Immediate Attack -- 3-5 Hostile, possible attack 8 6-8 Uncertain, monster confused 6 9-11 No attack, monster leaves or considers offers 4 12 Looking to make friends 2
- 4. Negotiation
If the two sides talk it out, run a skill challenge. The number of
successes needed before 3 failures is determined by the reaction roll.
Step 2. Beginning of Round
- Any beginning of round things take place here; standing in a zone, for
example.
Step 3. Declare Actions
- Everyone declares at the same time
- Free & Clear; only until everyone's happy with their action do you
proceed. Players may change their action depending on what the other
side has declared.
- If you can do it, you can do it, but you need to declare it. This
includes declaring any immediate actions or triggered actions, such
as OAs, a Fighter's Combat Challenge, a Shield spell, etc. If you
don't declare it as part of your action you don't do it; you can't
add an action, no matter its type, later on in the round.
- You can't wait to see what happens in the round - no delaying actions.
You have to take your chances with the roll.
Step 4. Determine Modifiers
- Add modifiers to the d20 roll based on the description of the action.
- If a power is to be used, which power is determined now.
Step 5. DM sets DCs
- Same process as is used in skill checks.
Step 6. Take Action
- Everyone rolls at once.
- Actions are simultaneous, there are no turn-by-turn actions.
- Actions are resolved in order from highest to lowest modified roll, if
it matters
- If two or more rolls are tied, determined resolution order by rolling
Init.
- When one action has multiple targets, the first roll determines the
order. When your action goes off, roll the rest of them. This goes
for things like OAs and other triggered actions like that.
Step 7. Resolve Actions
- Skill checks are resolved in the usual manner
- Damage/Hit Points:
Code:
Role
Level Minion Normal Elite Solo
1-3 1 4 8 20
4-6 2 6 12 30
7-9 3 8 16 40
etc.
Brutes add 1.
Hit Points / Level
Level 4 5 6+
1-3 6 8 10
4-6 9 12 15
7-9 12 16 20
etc.
Add 1/2 CON modifier to the number of hits.
Level Damage Dealt
1-3 2
4-6 3
7-9 4
Step 8. End of Round
- Morale checks, if necessary. A Will roll against an Easy DC of the
party's level. Can be triggered by actions taking during the round,
as well as those listed here.
Code:
Triggers Modifiers to DC
Leader bloodied +2
Leader screwed (blinded, stunned, +2
dazed + immobilized, etc.)
Leader dead +4
1/2 monsters bloodied +2
1/2 monsters screwed +2
1/2 monsters dead +4
Per PC bloodied/screwed -2
Per dead/unconcious PC -4
If the morale check is failed, the monsters change their tactics -
running, surrendering, attempting a parley, bribe, blowing limited
resources, falling back, etc.
- Saving Throws from effects ongoing from the beginning of the round.
If a saving throw was granted during the round, or a monster can make
an immediate saving throw (eg. hobgoblins), they can do that now.
Step 9. Repeat Steps 2-8
Step 10. Shake it Out
- Actual hit point damage is determined
- Round all damage into healing surge amounts, rounding up
(eg. A fighter with 10 hits/28 HP takes 2 damage; that's 1 healing
surge, or 7 HP.)