nnms
First Post
Thanks for the explanation. I had another design meeting with the players of the campaign and they really like your ideas and approach and what we ended up hammering out was very much a sequence that looks like this (using your terms):
Someone declares an attack
the target chooses to defend or not defend
--If yes, then a contest happens
----Attack value must beat the defense value and the attempt value
--if no, then an attempt happens
----Attack value must only beat the attempt value
We decided against the round long flat bonus to defense for "fighting defensively" and opted for a parrying system more like you described.
We also hammered out some turn order/initiative issues. We're going to go with a PC turn and a enemy turn where everyone replenishes their actions. When it's the PC's turn they can spend as many actions as they like in any order they like with any times when it matters who goes first to be resolved in the order chosen by the player with the highest dexterity equivalent. Once everyone is happy and has spent or saved all their actions, play passes to the GM's forces. If there are more than two sides, another GM turn will follow. If a given combatant wants to move outside of their turn, that'll be unlocked with feat-like things they can pick to allow them.
We talked about maintaining a per-combatant initiative order, but we figured with the ability to save attacks and blocks for later and even eventually save moves for later with the right feat that it would be okay to do side vs side rather than individual initiative.
We decided that for readied actions, you had to spend all the actions in advance and when the trigger happens, it interrupts and resolves. This is one way anyone can move during the opposition's turn, but you won't be able to choose to do so or not on the fly like you will be able to if you take a feat to spend saved actions on movement, but will need to be preplanned and actions spent.
Do you do readied actions?
Someone declares an attack
the target chooses to defend or not defend
--If yes, then a contest happens
----Attack value must beat the defense value and the attempt value
--if no, then an attempt happens
----Attack value must only beat the attempt value
We decided against the round long flat bonus to defense for "fighting defensively" and opted for a parrying system more like you described.
We also hammered out some turn order/initiative issues. We're going to go with a PC turn and a enemy turn where everyone replenishes their actions. When it's the PC's turn they can spend as many actions as they like in any order they like with any times when it matters who goes first to be resolved in the order chosen by the player with the highest dexterity equivalent. Once everyone is happy and has spent or saved all their actions, play passes to the GM's forces. If there are more than two sides, another GM turn will follow. If a given combatant wants to move outside of their turn, that'll be unlocked with feat-like things they can pick to allow them.
We talked about maintaining a per-combatant initiative order, but we figured with the ability to save attacks and blocks for later and even eventually save moves for later with the right feat that it would be okay to do side vs side rather than individual initiative.
We decided that for readied actions, you had to spend all the actions in advance and when the trigger happens, it interrupts and resolves. This is one way anyone can move during the opposition's turn, but you won't be able to choose to do so or not on the fly like you will be able to if you take a feat to spend saved actions on movement, but will need to be preplanned and actions spent.
Do you do readied actions?