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D&D Combat is fictionless
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<blockquote data-quote="Shiroiken" data-source="post: 8400606" data-attributes="member: 6775477"><p>I've played under the 2E combat system, which has very few disconnects, all of which are on the mechanical side. Basically everyone determines their action for the round in general terms (I move to attack in melee, I'm shooting my bow, I'm casting X). Ideally this should be done in secret to prevent meta shenanigans, but unless working on a VTT this really isn't feasible. After this is done initiative is rolled, and each action takes place to the best of its abilities. Although not official, a very common houserule was that targets are chosen at the time of the action, to prevent wasted turns. </p><p></p><p>The story flows very well with this system, as you direct the scene based on the actions and results. The downside is that mechanically it has a few disconnects. It REALLY sucks as a player to have your turn wasted, which some DMs made happen by requiring targets chosen in advance or if an action just cannot be completed. It's also possible for a chosen action to harm the party, such as casting fireball when the party runs into melee. I've considered using this in 5E, adding that bonus actions and other non-action abilities (e.g. action surge) are chosen during a character's turn. Reactions would just be once per round, regardless of when your turn is.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 8400606, member: 6775477"] I've played under the 2E combat system, which has very few disconnects, all of which are on the mechanical side. Basically everyone determines their action for the round in general terms (I move to attack in melee, I'm shooting my bow, I'm casting X). Ideally this should be done in secret to prevent meta shenanigans, but unless working on a VTT this really isn't feasible. After this is done initiative is rolled, and each action takes place to the best of its abilities. Although not official, a very common houserule was that targets are chosen at the time of the action, to prevent wasted turns. The story flows very well with this system, as you direct the scene based on the actions and results. The downside is that mechanically it has a few disconnects. It REALLY sucks as a player to have your turn wasted, which some DMs made happen by requiring targets chosen in advance or if an action just cannot be completed. It's also possible for a chosen action to harm the party, such as casting fireball when the party runs into melee. I've considered using this in 5E, adding that bonus actions and other non-action abilities (e.g. action surge) are chosen during a character's turn. Reactions would just be once per round, regardless of when your turn is. [/QUOTE]
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