There will be some mechanic to determine the Lead team at the start of the combat. Every other round the Lead team will alternate.
The Lead team will declare all their actions first. The Follow team will hear those actions and be able to declare actions in response. Actions by both will be declared in more generic terms such as 'move to the cleric and attack'.
After everyones action is declared, Initiative will be rolled, but unlike traditional initiative the combatants don't take their turns in order. The initiative numbers instead will be used by the DM along with the declared actions to help establish precise PC and NPC positioning at the moment a creatures initiative comes up. The attack for that initiative goes off. The DM moves combat to the next initiative, establishing new PC and NPC positions as before. This initiative action/spell/whatever occurs.
To assess this, we need to look at more specifics, and at least two rounds.
Round 1 declarations (P leads)
P1 (Barbarian) has no information: they declare in the dark that they will move and attack N1
P2 (Warlock) knows what P1 declared: often dropping one foe is better than dividing attacks, so they declare move and attack N1
N1 (Goblin) knowing what P1 and P2 declared: they are going to dodge
N2 (Goblin) knows everyone's declarations: they are safe to move and attack P2
Round 1 initiative rolled
P1 = 20 --> they know they are safe to advance and use Reckless Attack, hitting and dealing damage to N1
P2 = 10 --> they cast EB at N1, missing, and then they move back and into total cover
N2 = 5 --> can't reach or see P2 to attack them, and isn't allowed to attack P1 though they'd have advantage doing so
N1 = 1 --> their dodge isn't in time to help this round, and they can't attack P1
Round 2 declarations (N leads)
N1 is dodging, and going last, so they will attack P1 (if they live that long), calling for N2 to help
N2 had closed on P2's position, but will help N1 (by attacking P1)
P1 will dodge seeing as they go first and know they are the target of attacks, they call for P2 to finish off N1
P2 will move and attack N1 who is wounded
Round 2 initiative carries forward (that's what you intend, right?)
P1 = 20 --> dodges and laughs at the foolish goblins
P2 = 10 --> they step out, cast EB at N1, missing, and then move back and into total cover
N2 = 5 --> misses P1 who is no longer vulnerable from Reckless and is dodging
N1 = 1 --> misses P1
I think this system solves all the issues raised in this thread and doesn't seem particularly more complex or time consuming than regular play.
For the sake of this design, are you thinking of the following problems
- a creature basing their action over a round on something known only at the end of the round
- a creature moving all of their movement before another creature moves any
- a creature lacking information during a round on something happening during that round
- being sure to be no worse than equal to 5th edition combat's complexity
- being sure to take no more time than 5th edition combats typically take
All 4 characters start charging each other. P1 starts the fastest and has a bit faster pace. He meets N1 after moving about 20ft. They begin attacking each other and P1 finds the first opportunity to really connect. He rolls his attack but misses - the opening closed too fast.
This "charging each other" doesn't seem fully explained. How does it work? Are they still moving in turn? Or is movement spaced out over the round (i.e. spanning multiple turns). If the former, doesn't it still fail the "
meet in the middle" test? Are you going with "
the middle is where we meet" that I proposed?
In this scenario all actions are being based on the fiction. Positioning is being based on the fiction + mechanics. Etc. Does anyone see any flaws with this methodology solving the issues I've been describing?
Dodge seems problematic, because it can be made irrelevant by the initiative roll. Likewise the Help action. Anything contingent like that, that could be invalidated by the initiative roll, is going to be problematic. On the other side, all-in features like Reckless Attack gain value if others have to commit to which creature they attack before you have to commit to using it.
The simplest fix could be to make the action declarations even more general so that they are unlikely to be invalidated. Nominating targets up front as implied by "
move to the cleric and attack" can be foreseen to lead to unhappy players. It may be best to work out a set of standard declarations with your group, and agree on the scope of those declarations before play.
More general declarations could also solve the problem with Dodge. So the goblin declares they are "
defending", allowing them to perhaps use their special feature to disengage or hide.