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Combat encounter turns divided ?
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<blockquote data-quote="Matthias" data-source="post: 5483385" data-attributes="member: 3625"><p>Giving it some more thought, I figure the 3-second-round effect would be unavoidable with the previous house rules.</p><p></p><p>It seems more fitting to change how I run a combat encounter. Here's the gist of it.</p><p></p><p></p><p>Divide the combat round into three phases: Plan, Action, and Resolution.</p><p></p><p></p><p>Plan phase</p><p>Instead of having each PC/NPC play its full turn of actions for the round, I first find out everything everyone *plans* to do before I start playing out the action. If during this phase, a player higher in initiative order wants to change their mind after the fact, I may allow their character a Perception or Sense Motive check to see if they can anticipate what their ally would do in the current situation. I may also allow an Int check if the player is preparing to make a mistake that would be obvious to their character (such as by charging through a foe's threatened area).</p><p></p><p></p><p>Action phase</p><p>Now is when all the PCs', NPCs', and monsters' plans are acted out on the map. Beyond this point, only Immediate and Free actions are allowed as improvised behavior. Also, certain game effects on creatures or objects will not take effect until the end of the round. Minor effects such as expending ammo or the non-debilitating loss of HP can be resolved instantly. Major effects are left to the Resolution phase. "Major effects" are defined as anything that imposes a positive or negative modifier to a die roll for a combatant (such as the Entangled condition or Owl's Wisdom) or which inhibits certain behaviors (such as falling to negative HP, or taking the Dying or Dead condition). Additionally, creature movement also takes place during the Action phase.</p><p></p><p>At the DM's discretion, if it will not inhibit gameplay or if it will aid in dramatic effect, combatant actions may be divided into three sub-phases.</p><p></p><p>phase 1 : first half-actions, or the initial component of a two-part full-round action (such as the movement component of a charge)</p><p></p><p>phase 2: single-component full-round actions (such as casting a spell that takes one round, or performing a Run or Withdraw action)</p><p></p><p>phase 3: second half-actions, or the final component of a two-part full-round action (e.g. the attack component of a charge)</p><p></p><p>As usual, Swift and Free actions can be played out at any time, according to player intent.</p><p></p><p></p><p>Resolution phase</p><p>Aforementioned major effects are resolved at this time.</p></blockquote><p></p>
[QUOTE="Matthias, post: 5483385, member: 3625"] Giving it some more thought, I figure the 3-second-round effect would be unavoidable with the previous house rules. It seems more fitting to change how I run a combat encounter. Here's the gist of it. Divide the combat round into three phases: Plan, Action, and Resolution. Plan phase Instead of having each PC/NPC play its full turn of actions for the round, I first find out everything everyone *plans* to do before I start playing out the action. If during this phase, a player higher in initiative order wants to change their mind after the fact, I may allow their character a Perception or Sense Motive check to see if they can anticipate what their ally would do in the current situation. I may also allow an Int check if the player is preparing to make a mistake that would be obvious to their character (such as by charging through a foe's threatened area). Action phase Now is when all the PCs', NPCs', and monsters' plans are acted out on the map. Beyond this point, only Immediate and Free actions are allowed as improvised behavior. Also, certain game effects on creatures or objects will not take effect until the end of the round. Minor effects such as expending ammo or the non-debilitating loss of HP can be resolved instantly. Major effects are left to the Resolution phase. "Major effects" are defined as anything that imposes a positive or negative modifier to a die roll for a combatant (such as the Entangled condition or Owl's Wisdom) or which inhibits certain behaviors (such as falling to negative HP, or taking the Dying or Dead condition). Additionally, creature movement also takes place during the Action phase. At the DM's discretion, if it will not inhibit gameplay or if it will aid in dramatic effect, combatant actions may be divided into three sub-phases. phase 1 : first half-actions, or the initial component of a two-part full-round action (such as the movement component of a charge) phase 2: single-component full-round actions (such as casting a spell that takes one round, or performing a Run or Withdraw action) phase 3: second half-actions, or the final component of a two-part full-round action (e.g. the attack component of a charge) As usual, Swift and Free actions can be played out at any time, according to player intent. Resolution phase Aforementioned major effects are resolved at this time. [/QUOTE]
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Combat encounter turns divided ?
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