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*Dungeons & Dragons
A Time-Based Combat System for 5e (2014): Replacing Actions with Seconds and Making Movement Matter
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<blockquote data-quote="M_Natas" data-source="post: 9852059" data-attributes="member: 7025918"><p>My hope would be, that it is easier to grasp than different kinds of actions. Seconds are intuitively graspable. It would also allow for more granular additions to the rules based on time - like Casting Time is already in Seconds/minutes/time increments - but are basically (for combat use) just either during the turn or 10 turns.</p><p></p><p>Hrm - for the spells that could be a nice Idea, but you inflate the number of attacks greatly. A martial character would have 2 at level 1, increasing up to 9 attacks at level 17.</p><p></p><p>Is it harder to remember that your attack/spell takes 4 seconds instead of an action? Okay, only playtest could really tell.</p><p></p><p>Yeah, spending movement to do other stuff came actually by accident. I noted, that with switching to seconds, I needed to give an option to do other things - but especially martial characters are always best served to make as many attacks as possible - which means from level 5 on they wouldn't have seconds to spare on anything besides attacking. So I thought, what else could they use up as a resource without adding another one, to give them something more to do. And movement was right there. I also dislike in 5e, that Martial Characters can't by raw do much battlefield control and stand between monsters and their weaker allies (unless you take a feat). Unless a martial stands in a 5feet wide gap, any monster can just ran past her or him and attack the backliners and a martial can only do one opportunity attack to stop that.</p></blockquote><p></p>
[QUOTE="M_Natas, post: 9852059, member: 7025918"] My hope would be, that it is easier to grasp than different kinds of actions. Seconds are intuitively graspable. It would also allow for more granular additions to the rules based on time - like Casting Time is already in Seconds/minutes/time increments - but are basically (for combat use) just either during the turn or 10 turns. Hrm - for the spells that could be a nice Idea, but you inflate the number of attacks greatly. A martial character would have 2 at level 1, increasing up to 9 attacks at level 17. Is it harder to remember that your attack/spell takes 4 seconds instead of an action? Okay, only playtest could really tell. Yeah, spending movement to do other stuff came actually by accident. I noted, that with switching to seconds, I needed to give an option to do other things - but especially martial characters are always best served to make as many attacks as possible - which means from level 5 on they wouldn't have seconds to spare on anything besides attacking. So I thought, what else could they use up as a resource without adding another one, to give them something more to do. And movement was right there. I also dislike in 5e, that Martial Characters can't by raw do much battlefield control and stand between monsters and their weaker allies (unless you take a feat). Unless a martial stands in a 5feet wide gap, any monster can just ran past her or him and attack the backliners and a martial can only do one opportunity attack to stop that. [/QUOTE]
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A Time-Based Combat System for 5e (2014): Replacing Actions with Seconds and Making Movement Matter
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