Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
D20 version of Riddle of Steel's simultaneous combat?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="steenan" data-source="post: 5061400" data-attributes="member: 23240"><p>I'm not sure what is the goal here. In the posts above I see three trends, quite different from each other:</p><p>- making events in combat simultaneous instead of sequential (or at least create such feeling)</p><p>- making characters and players active in defense, so it is less "make your actions, then passively wait while others try to harm you"</p><p>- creating tactical choices between offense and defense</p><p></p><p>For the first, LostSoul's idea above seems very good. Declare actions, then roll initiative, then go through several phases for different kinds of actions. It makes combat more chaotic, instead of a chess-like tactical game. Character actions happen at the same time and you don't have to even use something like AoO to discourage shooting or casting in melee. That may be very good if you plan to play without map and miniatures.</p><p>On the flip side, such combat model may be much harder for the GM to manage. More things happen at the same time, so he has to hold more information in his head, which leads to mistakes. Some kind of diagram and written down actions may be required for fast play.</p><p></p><p>If the active defense is the goal, the easiest way is to just use opposed rolls instead of static defense value. It may be perceived as slowing combat down, as it adds more rolls, but the difference in speed isn't big, while the difference in players' attention is - nobody sits idly through others' turns.</p><p>If you want to put some resource management, you need to remember that it changes the feel of combat quite drastically. With static defense or just opposed roll, number of enemies does not affect defense capabilities. It fits high-power style, with heroes defeating hordes of monsters. If defending uses up some kind of resource (actions, modifier pool etc.), banding up on someone becomes much more effective and even a strong character will fall when attacked by many. It is much better for a realistic or gritty style.</p><p></p><p>If you want such resource management, leading to tactical decisions, the best approach that fits d20 is, in my opinion, a pool of dice that you use up for actions, both attacks and defenses. You may roll a single die in an action or roll more and take the highest result. A good way of offering players more options in addition to simple attacks and defenses is adding maneuvers, that still use the same base mechanics (take some dice from your pool, opponent does the same, roll as an opposed roll with some modifiers), but allows more interesting things to be done. A few examples:</p><p>- Total defense: You cannot attack this round. You roll all your dice in every defense and lose only one of them each time.</p><p>- Stopping hit: You get -5 to your defense. If you're successful, you also hit the attacker.</p><p>- Feint: This attack deals no damage. If you hit, defender loses an additional die from his pool.</p></blockquote><p></p>
[QUOTE="steenan, post: 5061400, member: 23240"] I'm not sure what is the goal here. In the posts above I see three trends, quite different from each other: - making events in combat simultaneous instead of sequential (or at least create such feeling) - making characters and players active in defense, so it is less "make your actions, then passively wait while others try to harm you" - creating tactical choices between offense and defense For the first, LostSoul's idea above seems very good. Declare actions, then roll initiative, then go through several phases for different kinds of actions. It makes combat more chaotic, instead of a chess-like tactical game. Character actions happen at the same time and you don't have to even use something like AoO to discourage shooting or casting in melee. That may be very good if you plan to play without map and miniatures. On the flip side, such combat model may be much harder for the GM to manage. More things happen at the same time, so he has to hold more information in his head, which leads to mistakes. Some kind of diagram and written down actions may be required for fast play. If the active defense is the goal, the easiest way is to just use opposed rolls instead of static defense value. It may be perceived as slowing combat down, as it adds more rolls, but the difference in speed isn't big, while the difference in players' attention is - nobody sits idly through others' turns. If you want to put some resource management, you need to remember that it changes the feel of combat quite drastically. With static defense or just opposed roll, number of enemies does not affect defense capabilities. It fits high-power style, with heroes defeating hordes of monsters. If defending uses up some kind of resource (actions, modifier pool etc.), banding up on someone becomes much more effective and even a strong character will fall when attacked by many. It is much better for a realistic or gritty style. If you want such resource management, leading to tactical decisions, the best approach that fits d20 is, in my opinion, a pool of dice that you use up for actions, both attacks and defenses. You may roll a single die in an action or roll more and take the highest result. A good way of offering players more options in addition to simple attacks and defenses is adding maneuvers, that still use the same base mechanics (take some dice from your pool, opponent does the same, roll as an opposed roll with some modifiers), but allows more interesting things to be done. A few examples: - Total defense: You cannot attack this round. You roll all your dice in every defense and lose only one of them each time. - Stopping hit: You get -5 to your defense. If you're successful, you also hit the attacker. - Feint: This attack deals no damage. If you hit, defender loses an additional die from his pool. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
D20 version of Riddle of Steel's simultaneous combat?
Top