WhatGravitas
Explorer
Some minutes ago, I've read that:
Together with Monte's recent article about combat duration, all battles in D&D are "uncinematic". Not a problem at all, and it works well... however, after reading that, my rules-tinkersense was twitching:
Timed Defence Bonus
The timed defence bonus is added to all saving throws and ACs, except when being flat-footed.
The timed defence bonus equals 2 + 1/3 HD, and each round in combat or a similar strenuous activity reduces it by 1, until it reaches 0 (or, instead of rounds in combat: Every round the creature takes more actions than a single move action).
Each round a creature spends a full-round to "catch breath", increases the timed defence bonus by 1 (never more than the maximum).
Intent:
This rule increases combat time, promotes small rests in fights, and explains why people use their "big" spells and attacks only later on: Because they don't want to waste them on well-rested opponents, therefore this rule can help to achieve both aspects of cinematic combat: Longer fights with looking for cover (to catch breath), and holding back in combat.
Certain Flaws:
It also promotes "doing nothing" if cover is present, because no side wants to exhaust itself.
It tips balances even more towards high level characters (but this may be fixed by changing the bonus to a higher static number with lower level dependant number, as 4 + 1/4 HD a.s.o.).
It also adds a layer of additional bookkeeping to the game (everybody has to track his pool), which may slow down combats with multiple opponents very much, since the DM has to track all of it (which may be solved by a "shared bonus" for the DM, just like creatures often share an initiative roll).
Can interact strangely with this & that, since the rule is just born from the moment, and possibly not very thought-out.
hong said:I'd like to see the system place more of an emphasis on defense, so as to encourage a more graduated feel to combat. At the moment, there's no reason for characters not to open a fight with their biggest attack/spell/whatever. If it works, then great, you've stopped the enemy from hitting back. If it doesn't work, then you're no worse off than if you used it on the second round.
Contrast this to what you generally see in the movies, where fights start off low-key, and build up in intensity as you approach the climax. Instead in D&D, what you get is 1st round: meteor swarm; 2nd round: delayed blast fireball; 3rd round: fireball; 4th round: magic missile (or whatever constitutes scraping the bottom of the barrel in high-level play).
Together with Monte's recent article about combat duration, all battles in D&D are "uncinematic". Not a problem at all, and it works well... however, after reading that, my rules-tinkersense was twitching:
Timed Defence Bonus
The timed defence bonus is added to all saving throws and ACs, except when being flat-footed.
The timed defence bonus equals 2 + 1/3 HD, and each round in combat or a similar strenuous activity reduces it by 1, until it reaches 0 (or, instead of rounds in combat: Every round the creature takes more actions than a single move action).
Each round a creature spends a full-round to "catch breath", increases the timed defence bonus by 1 (never more than the maximum).
Intent:
This rule increases combat time, promotes small rests in fights, and explains why people use their "big" spells and attacks only later on: Because they don't want to waste them on well-rested opponents, therefore this rule can help to achieve both aspects of cinematic combat: Longer fights with looking for cover (to catch breath), and holding back in combat.
Certain Flaws:
It also promotes "doing nothing" if cover is present, because no side wants to exhaust itself.
It tips balances even more towards high level characters (but this may be fixed by changing the bonus to a higher static number with lower level dependant number, as 4 + 1/4 HD a.s.o.).
It also adds a layer of additional bookkeeping to the game (everybody has to track his pool), which may slow down combats with multiple opponents very much, since the DM has to track all of it (which may be solved by a "shared bonus" for the DM, just like creatures often share an initiative roll).
Can interact strangely with this & that, since the rule is just born from the moment, and possibly not very thought-out.