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Combat Rounds by Generic Action

GMMichael

Guide of Modos
I'm re-exploring this, so bear with me.

I want to run combat rounds with only one type of action, and each character starts with three actions per round.

Initiative is rolled with highest ability bonus as modifier (the DEX guy is quicker, but the WIS guy has more foresight).

Surprised characters take a penalty to initiative, and turns proceed highest to lowest.

Here's where it gets interesting: any character can use an action, to do anything, on anyone's turn. Further, defense (and saves) requires an action.

So the player with highest initiative goes first. He can, say, draw a weapon and move to a tactical position. He only gets three actions per round, so he'll save his last action in case he needs to defend himself later.

The next guy, for example, the enemy of the first actor, draws a bow, loads it, and fires an arrow. He's used three actions, so he can't even defend himself until the start of the next round.

An action that you use during someone else's turn is called a Reserve Action, since you reserve it for when it's not your turn. These can only be used in response to the actions of the acting character, so that the character whose turn it is retains the spotlight. In the above example, the first character uses his last action to parry/dodge the arrow fired by the second character. Alternatively, he could use his reserve action to move behind cover, but since that wouldn't be a parry, it wouldn't reduce the attacker's chances of hitting.

What are your thoughts on the system so far...and are you ready for the Delay action, resolving simultaneous actions, and combined actions?
 

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