Thanks everybody that gave me feedback on these alternative rules. I gave everything a good thought, and made some modifications. I'll try to show my thought process as best as I can below, and respond to some comments. Of course, I'd love to have more feedback on these new rules:
Problem 1: By far, the greatest weakness of TotM over Grid is abjudicating distances and tracking positions. The official rules for movement, ranged attacks and spells, area of effects and opportunity attacks depend heavily on these. So let's eliminate this weakness.
Premisses:
- Engaged should be treated like a condition
(thus eliminating the need to adjudicate if a creature is adjacent to the attacker).
- Distances should be condensed into Near and Far
(thus eliminating the need to adjudicate exact distances for movement, ranged attacks and spells. I've come to realize that more range bands just add tracking and complexity for very little gain).
- Area of Effects should be converted into Number of Targets as written in DMG 249
(thus eliminating the need to track creature positions).
Implementation:
RANGE CONVERSION
- Ranged weapons and spells with the original range of 30ft. or less can only target creatures in the Near range. If their original range is beyond 30ft., they can also target creatures in the Far range. It's up to the DM to decide if a creature is too far to be hit.
- If a creature has speed above 30ft., you can Dash as a Bonus Action.
(this solves the problem of classes with high speed being ignored. But, a Rogue with Cunning Action and an speed boost is still ignored in this case, as Dash is already a Bonus Action...)
MOVEMENT
- During your turn, you are free to move as you want in the Near range (your current combat zone) without affecting your engagements. You can also simply state that you're moving away (retreating), thus breaking the current engagements and triggering Opportunity Attacks.
(this makes combat more fluid and dynamic, and there is no need to track distances and positions)
- Using a Dash action, you can reach Far ranges (any other combat zone). If you're Engaged, this breaks the current engagements and triggers Opportunity Attacks.
(while I understand that this kills the option of "walking while performing actions and eventually reach a far creature in 2-3 rounds", this also eliminates the need to track distances and positions, and make Near/Far positions very clear, so it's a sacrifice I'm willing to make).
ENGAGEMENT
- If you are unengaged, you can become Engaged with a creature as part of your movement or Dash.
(Basically, you move close enough to a creature, and set the Engaged condition, which allows you to attack it with melee weapons and impose disadvantage in the creature's ranged attacks and spells).
- If you are already Engaged and decides to become Engaged with another creature, you break the current engagements and trigger Opportunity Attacks.
(This solves the problem of these rules being too harsh on ranged combatants as raised by @Mistwell. This also makes combat more static, but these things seem to be different ends of the same spectrum, and I prefer to err in favor of ranged combatants).
- If a creature is defeated, you're free to keep moving and to become Engaged with another creature.
(This clears the extra attacks problem raised by @jaelis)
- If you are Engaged with a creature, the creature is also Engaged with you.
(no half-engagements, these are a nightmare to track, sorry @jaelis).
Well, this is the easy part. TotM now flows much better!
But this also creates another problem:
Problem 2: When distances and positions are taken away, D&D combat becomes tactically shallow. Examples: four brute ogres in front of a goblin wizard would be unable to protect it (since movement in the Near range is freeform). Classes with high mobility (like the Rogue with Dash as bonus action) would mean nothing in Near range melee combat.
Premisses:
- Create a more meaningful combat experience by simulating the Grid tactical situations without the need to adjudicate distance and track position.
- Keep things simple!
Implementation:
INTERCEPT/PROTECT
- If you are unengaged and a creature tries to become Engaged with any of your allies, you can use a Reaction to Intercept the engagement. The creature is now Engaged with you.
(this solves the first exemple given with four ogres and a goblin wizard. Also, allowing you to only Intercept while Unengaged make things MUCH easier to track when you have lots of creatures, and also prevents abuse).
DASH
- This expands the Dash action: By using an Action, you can also Dash into a creature in the Near range. This allows you to become Engaged with this creature without the chance of being Intercepted. Remember that if you're already Engaged with another creature, this breaks the previous engagements and triggers Opportunity Attacks.
(this solves the second example given, of classes with high mobility).
ENGAGE
- If you're already Engaged, you can use an Action to become Engaged with an extra creature without breaking current engagements.
@Mistwell proposed this to be a Bonus Action, but this would make the Fighter "collect" Engagements without much consequence. Here, it becomes a meaningful option: trade an Action for the ability to impose disadvantage on ranged attacks and spells of the creature, and prevent it from Dashing without consequence).
Also, it seems that this triad of
Intercept,
Dash,
Engage interacts well with each other like Rock/Paper/Scissors, being strong against one and weak against the other.
Well, this is it for now.
Small changes based on your feedback, but I feel that overall it made the system more robust.
Please tell me if I forgot something, or if there are even better solutions to some of these problems. I tried to show my thinking process as best as I could.
Thanks!
You could make disengage cost a bonus action, and then treat engaging this way,
"It requires a bonus action (or a reaction in the case of intercept) to engage an additional creature after you're already engaged against a creature".
For now I've made it an Action.
See if you agree with my thinking!
Thanks for taking our feedback so well @
volanin - I really do like where you're going with this
It's me that should be thanking all of you!
So how does reach play into all this? As written it seems to have no effect.
Perhaps: If your reach exceeds that of your opponent, then you can engage without being engaged in return?
I had two solutions to this:
1. Your idea, but in my opinion it would add a lot of complexity for little gain.
2. Give combatants with reach weapons an Opportunity Attack whenever a creature with a shorter reach tried to Engage (there is an RPG that does this, but I forgot the name)... this would be cool for monsters, but if the same is applied to PCs, everybody would use only reach weapons!
In the end I decided it's not worth making the system more complex just to embrace reach weapons, and I guess I'll leave it in the hands of the DM! At least for now!