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<blockquote data-quote="Hautamaki" data-source="post: 5947827" data-attributes="member: 42219"><p>I think a simultaneous turns system is the best 'simulationist' answer to this problem.</p><p></p><p>Here's a system I've been experimenting with: a 3 phase turn system.</p><p></p><p>Roll initiative as usual, but the assumption is that the entire 6 second battle round happens for all characters simultaneously. Initiative just gives you a split second advantage (and is only referenced when a split second would actually be relevant)</p><p></p><p>Phase 1: Ranged Attacks. Generally speaking any character with a readied ranged attack is going to be able to get it off before anything else happens, though a character can also choose to delay his ranged attack and spend his turn aiming which gives him advantage. When more than one character is trying to range attack quickly, they go in order of initiative.</p><p></p><p>Phase 2: Movement. All characters who want to move move basically simultaneously, but if two characters want to occupy the same equidistant square (factoring movement speed of course--for a character with 30 feet of movement vs a character with 20 feet of movement, obviously he can move 3 squares at the same time as the other character can move 2), the character with the higher initiative gets there first. This means that if character A charges monster B and monster B also wants to charge character A, they meet approximately in the middle. If monster B wants to run away, character A can follow him wherever he goes. In the case of the kobold carousel, since all kobolds must move simultaneously that obviously means only 1 or at most 2 can move into and out of the chokepoint per turn. A character who delayed their range attack can use it on this phase, but does not get advantage, and in fact gets disadvantage if he uses it on a character that is moving perpendicular to him. </p><p></p><p>Phase 3: Melee attacks: all characters make their melee attacks during this phase--that means they can't attack and then move away, unless you count waiting until the next turn to move away, in which case they can move away before the melee phase happens and avoid getting attacked. However their opponent can of course choose to move with them chasing after them, in which case it becomes a simple footrace unless another character interferes. Characters which did not move or shoot a ranged attack during this phase get advantage to their attack roll, and characters who delayed their range attack to use on this phase get advantage too, but of course no melee attack. All attacks are made in order of initiative.</p><p></p><p>On paper this all sounds very complicated I'm sure but in practice it all comes down to me just asking all players at the same time: First off, does anyone want to use a ranged attack? Ok, Ragnar, you have higher initiative than the shaman, you can shoot first then the shaman is casting a spell. Ok, now, who wants to move? Ok, where is everyone going. Ok, Tordek is charging the shaman, that's fine, but this cheeky goblin is going to run up into the gap you've left and hit Miali. Oh, Ragnar you're going to step into his path, ok no problem. Alright, melee attacks time; Tordek you have the initiative on the shaman, swing away. And so on..</p><p></p><p>Basically, you envision the battle in your mind and use common sense 98% of the time. It's a very organic battle system.</p></blockquote><p></p>
[QUOTE="Hautamaki, post: 5947827, member: 42219"] I think a simultaneous turns system is the best 'simulationist' answer to this problem. Here's a system I've been experimenting with: a 3 phase turn system. Roll initiative as usual, but the assumption is that the entire 6 second battle round happens for all characters simultaneously. Initiative just gives you a split second advantage (and is only referenced when a split second would actually be relevant) Phase 1: Ranged Attacks. Generally speaking any character with a readied ranged attack is going to be able to get it off before anything else happens, though a character can also choose to delay his ranged attack and spend his turn aiming which gives him advantage. When more than one character is trying to range attack quickly, they go in order of initiative. Phase 2: Movement. All characters who want to move move basically simultaneously, but if two characters want to occupy the same equidistant square (factoring movement speed of course--for a character with 30 feet of movement vs a character with 20 feet of movement, obviously he can move 3 squares at the same time as the other character can move 2), the character with the higher initiative gets there first. This means that if character A charges monster B and monster B also wants to charge character A, they meet approximately in the middle. If monster B wants to run away, character A can follow him wherever he goes. In the case of the kobold carousel, since all kobolds must move simultaneously that obviously means only 1 or at most 2 can move into and out of the chokepoint per turn. A character who delayed their range attack can use it on this phase, but does not get advantage, and in fact gets disadvantage if he uses it on a character that is moving perpendicular to him. Phase 3: Melee attacks: all characters make their melee attacks during this phase--that means they can't attack and then move away, unless you count waiting until the next turn to move away, in which case they can move away before the melee phase happens and avoid getting attacked. However their opponent can of course choose to move with them chasing after them, in which case it becomes a simple footrace unless another character interferes. Characters which did not move or shoot a ranged attack during this phase get advantage to their attack roll, and characters who delayed their range attack to use on this phase get advantage too, but of course no melee attack. All attacks are made in order of initiative. On paper this all sounds very complicated I'm sure but in practice it all comes down to me just asking all players at the same time: First off, does anyone want to use a ranged attack? Ok, Ragnar, you have higher initiative than the shaman, you can shoot first then the shaman is casting a spell. Ok, now, who wants to move? Ok, where is everyone going. Ok, Tordek is charging the shaman, that's fine, but this cheeky goblin is going to run up into the gap you've left and hit Miali. Oh, Ragnar you're going to step into his path, ok no problem. Alright, melee attacks time; Tordek you have the initiative on the shaman, swing away. And so on.. Basically, you envision the battle in your mind and use common sense 98% of the time. It's a very organic battle system. [/QUOTE]
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