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<blockquote data-quote="Ilbranteloth" data-source="post: 7129711" data-attributes="member: 6778044"><p>As for movement. Walking 3 mph is about 4.4 feet per second. So I think it's reasonable to say you can move 5 feet per second (count). </p><p></p><p>Double that (Dash 1x) at 10 feet is a little less than 7mph</p><p>Double-Dash (or 3x move speed) is 10 mph.</p><p></p><p>Since the Usain Bolt has reached 28 mph I think that these amounts are reasonable.</p><p></p><p>So if we are simply measuring seconds during combat, and assuming a base move of 30 feet then:</p><p></p><p>Normal speed is 5 feet per second (3.4 mph)</p><p>Dash is 10 feet per second (6.6 mph)</p><p>Double-Dash is 15 feet per second (10 mph)</p><p>Triple Dash is 20 feet per second (13.6 mph)</p><p></p><p>That keeps it simple for folks using grids.</p><p></p><p>The additional modifier to your initiative count (+2 is what I suggested) also has the effect of limiting the number of actions during the duration of a spell. As [MENTION=6788312]Greenstone.Walker[/MENTION] noted, spells can just be a fixed amount of time. If we look at a spell that has a duration of 1 minute, it would account for 60 segments.</p><p></p><p>Modifier +2, minimum 3 steps between actions, maximum 10 steps, means that there could be between 6 and 20 actions for a a given creature in that time.</p><p></p><p>Modifier +3, minimum 4 steps, maximum 11, then it's 5 to 15 actions.</p><p></p><p>Modifier +4, minimum 5 steps, maximum 12, then it's 5 to 12. That actually sounds pretty reasonable to me. So initiative modifiers would be:</p><p></p><p><strong>D4 + 4</strong></p><p>Attack with finesse, light, or ranged weapon.</p><p>Grapple</p><p>Ready</p><p>Spellcasting (level 0-2)</p><p>Unarmed Attack</p><p></p><p><strong>D6 + 4</strong></p><p>Attack</p><p>Spellcasting (level 3-5)</p><p></p><p><strong>D8 + 4</strong></p><p>Attack with heavy or two-handed weapon</p><p>Spellcasting (level 4-9)</p><p></p><p>Ready works as normal - you specify a trigger, and you use your reaction instead of your action. The advantage being that you are interrupting their action (and potentially stopping it).</p><p></p><p>For the folks that like to wait, my rules cover that very simply. They roll their regular initiative die once they decide on an action. So they wait a few seconds to see what's happening, then decide to make an attack with their longsword? They roll 1d6 + 4 and now they have their slot. Note that the entire time they are waiting they can still be moving.</p><p></p><p>In other words, if you know what you want to do, but need to wait for the correct time, then you ready the action. You get less than your full attack allocation, but can be much more precise in your timing.</p><p></p><p>Also, when your turn comes, you must use either your action (or probably your bonus action), otherwise you roll initiative again because you're hesitating and changing your mind. The reason I'm being somewhat strict here is that you're talking seconds now, and hesitation is meaningful.</p><p></p><p>I need to put together a list of bonus actions to see how they will interact, but thinking through a couple quickly:</p><p></p><p>Something like Bardic Inspiration is easy. Although it says you spend a bonus action on your turn, because of the way this is now structured, you turn essentially starts with your action, and you can use your bonus action at any time between that action and the next action (when you "refresh" your bonus action too).</p><p></p><p>So I would say that the Bard can use Bardic Inspiration anytime except the second that they are actually attacking. Although frankly, I don't really have an issue with that either. They can continue to talk and inspire then too.</p><p></p><p>Some are like the Fighter Maneuver <em>Commander's Strike</em>. In this system, the multiple attacks ability of the fighter means that each attack happens on a different second. Again, this is easy to adjudicate - either on your Turn, or the second immediately following (or the next if they have 3 attacks with the same weapon).</p><p></p><p>Some are like Cunning Action, which lets you spend a bonus action to Dash or Hide. That's obviously taking time (one or more counts), but easy enough to adjudicate. You won't be able to use it until your first turn, but that doesn't change anything.</p><p></p><p>So I think I'm comfortable saying you can use your Action or Bonus Action first on your turn. However, in most cases you'll probably have to use your declared action immediately following.</p><p></p><p>Really, the only major change that there is the possibility that one creature may get more or fewer attacks in the same general time period. And I'm OK with that.</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 7129711, member: 6778044"] As for movement. Walking 3 mph is about 4.4 feet per second. So I think it's reasonable to say you can move 5 feet per second (count). Double that (Dash 1x) at 10 feet is a little less than 7mph Double-Dash (or 3x move speed) is 10 mph. Since the Usain Bolt has reached 28 mph I think that these amounts are reasonable. So if we are simply measuring seconds during combat, and assuming a base move of 30 feet then: Normal speed is 5 feet per second (3.4 mph) Dash is 10 feet per second (6.6 mph) Double-Dash is 15 feet per second (10 mph) Triple Dash is 20 feet per second (13.6 mph) That keeps it simple for folks using grids. The additional modifier to your initiative count (+2 is what I suggested) also has the effect of limiting the number of actions during the duration of a spell. As [MENTION=6788312]Greenstone.Walker[/MENTION] noted, spells can just be a fixed amount of time. If we look at a spell that has a duration of 1 minute, it would account for 60 segments. Modifier +2, minimum 3 steps between actions, maximum 10 steps, means that there could be between 6 and 20 actions for a a given creature in that time. Modifier +3, minimum 4 steps, maximum 11, then it's 5 to 15 actions. Modifier +4, minimum 5 steps, maximum 12, then it's 5 to 12. That actually sounds pretty reasonable to me. So initiative modifiers would be: [B]D4 + 4[/B] Attack with finesse, light, or ranged weapon. Grapple Ready Spellcasting (level 0-2) Unarmed Attack [B]D6 + 4[/B] Attack Spellcasting (level 3-5) [B]D8 + 4[/B] Attack with heavy or two-handed weapon Spellcasting (level 4-9) Ready works as normal - you specify a trigger, and you use your reaction instead of your action. The advantage being that you are interrupting their action (and potentially stopping it). For the folks that like to wait, my rules cover that very simply. They roll their regular initiative die once they decide on an action. So they wait a few seconds to see what's happening, then decide to make an attack with their longsword? They roll 1d6 + 4 and now they have their slot. Note that the entire time they are waiting they can still be moving. In other words, if you know what you want to do, but need to wait for the correct time, then you ready the action. You get less than your full attack allocation, but can be much more precise in your timing. Also, when your turn comes, you must use either your action (or probably your bonus action), otherwise you roll initiative again because you're hesitating and changing your mind. The reason I'm being somewhat strict here is that you're talking seconds now, and hesitation is meaningful. I need to put together a list of bonus actions to see how they will interact, but thinking through a couple quickly: Something like Bardic Inspiration is easy. Although it says you spend a bonus action on your turn, because of the way this is now structured, you turn essentially starts with your action, and you can use your bonus action at any time between that action and the next action (when you "refresh" your bonus action too). So I would say that the Bard can use Bardic Inspiration anytime except the second that they are actually attacking. Although frankly, I don't really have an issue with that either. They can continue to talk and inspire then too. Some are like the Fighter Maneuver [I]Commander's Strike[/I]. In this system, the multiple attacks ability of the fighter means that each attack happens on a different second. Again, this is easy to adjudicate - either on your Turn, or the second immediately following (or the next if they have 3 attacks with the same weapon). Some are like Cunning Action, which lets you spend a bonus action to Dash or Hide. That's obviously taking time (one or more counts), but easy enough to adjudicate. You won't be able to use it until your first turn, but that doesn't change anything. So I think I'm comfortable saying you can use your Action or Bonus Action first on your turn. However, in most cases you'll probably have to use your declared action immediately following. Really, the only major change that there is the possibility that one creature may get more or fewer attacks in the same general time period. And I'm OK with that. [/QUOTE]
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