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10 segmented combat
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<blockquote data-quote="Shisumo" data-source="post: 5522201" data-attributes="member: 85314"><p>The question is, how long should it take? If an average attack takes 6 ticks, should I require a full attack to take 12 ticks, in keeping with the "full round" nature of full attacks in the standard system? Is there another number or calculation that would be easier/more intuitive/better balanced?</p><p> </p><p>One particular possible complication: if it takes twice as long to make a full attack as it does to make two standard attacks, why would I ever bother using the full attack action? I'd have to have three attacks before it made any sense at all, and it still might not be all that efficient if my options are two attacks at +X, or three attacks at +X/+(X-5)/+(X-10)...</p><p> </p><p></p><p>Currently my setup looks like this: make an initiative check (d20 + Dex mod + other bonuses, just as in standard d20), with result as follows:</p><p> </p><p>(DC): (first action is...)</p><p>DC 0: tick 7</p><p>DC 5: tick 6</p><p>DC 10: tick 5</p><p>DC 15: tick 4</p><p>DC 20: tick 3</p><p>DC 25: tick 2</p><p>DC 30: tick 1</p><p> </p><p>Characters are flat-footed until the tick of their first action. Surprised characters take a -20 penalty to their roll.</p><p> </p><p>It looks okay to me so far,but I am certainly willing to entertain alternatives.</p><p> </p><p>To give a baseline as to how "fast" (i.e., the number of ticks an action takes) I want things to be, the central drive of the concept was to couple a weapon's damage die to its attack speed, like so:</p><p> </p><p>d12/2d6 - speed 8</p><p>d10 - speed 7</p><p>d8/2d4 - speed 6</p><p>d6 - speed 5</p><p>d4 - speed 4</p><p>d3 - speed 3</p><p>d2 - speed 2</p><p> </p><p>Size changes, including things like <em>enlarge person</em>, would increase speed as well, making the larger weapons slightly slower, in addition to hitting harder. (As a rule of thumb, effects that only increase damage dice without actually increasing the weapon's size, like <em>gravity bow</em> or Improved Natural Attack, would not increase weapon speed. This would have interesting implications for monks.)</p><p> </p><p>The catch, though, is that I haven't sat down and actually worked through the DPR effects of the system to see how things pan out. I'd prefer to have the weapons a little closer to balanced, rather than making everyone carry paired short swords or something.</p></blockquote><p></p>
[QUOTE="Shisumo, post: 5522201, member: 85314"] The question is, how long should it take? If an average attack takes 6 ticks, should I require a full attack to take 12 ticks, in keeping with the "full round" nature of full attacks in the standard system? Is there another number or calculation that would be easier/more intuitive/better balanced? One particular possible complication: if it takes twice as long to make a full attack as it does to make two standard attacks, why would I ever bother using the full attack action? I'd have to have three attacks before it made any sense at all, and it still might not be all that efficient if my options are two attacks at +X, or three attacks at +X/+(X-5)/+(X-10)... Currently my setup looks like this: make an initiative check (d20 + Dex mod + other bonuses, just as in standard d20), with result as follows: (DC): (first action is...) DC 0: tick 7 DC 5: tick 6 DC 10: tick 5 DC 15: tick 4 DC 20: tick 3 DC 25: tick 2 DC 30: tick 1 Characters are flat-footed until the tick of their first action. Surprised characters take a -20 penalty to their roll. It looks okay to me so far,but I am certainly willing to entertain alternatives. To give a baseline as to how "fast" (i.e., the number of ticks an action takes) I want things to be, the central drive of the concept was to couple a weapon's damage die to its attack speed, like so: d12/2d6 - speed 8 d10 - speed 7 d8/2d4 - speed 6 d6 - speed 5 d4 - speed 4 d3 - speed 3 d2 - speed 2 Size changes, including things like [i]enlarge person[/i], would increase speed as well, making the larger weapons slightly slower, in addition to hitting harder. (As a rule of thumb, effects that only increase damage dice without actually increasing the weapon's size, like [i]gravity bow[/i] or Improved Natural Attack, would not increase weapon speed. This would have interesting implications for monks.) The catch, though, is that I haven't sat down and actually worked through the DPR effects of the system to see how things pan out. I'd prefer to have the weapons a little closer to balanced, rather than making everyone carry paired short swords or something. [/QUOTE]
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