I should have explained better but I only found two pages of my four pages of notes from the playtest session. The idea is a direct conversion of the Exalted 2e BattleQue which my group liked.
Yair said:
I take it that the battle-que is continued, so after you finish your action you present your next action and add the cost to the current count. How does that work in practice, as players must both resolve their action and decide their next action during their turn in the spotlight?
The count starts with whoever made the highest reflex save, they're zero. Everyone else has to wait until their tick comes up to act. When you act the number beside the action is how many ticks until you can act again. They don't need to decide both their current and next action, the first action determines how long until they can make their next action. All actions taken in a tick are resolved at the end of the tick before moving on to the next one.
Yair said:
This idea sounds good in principle. I like how you connected it to Reflex too.
Why have you chosen a 6-tick round of all numbers? Why not for example 10-ticks, one for each second? I'm not sure how movement operates in this scheme. I think that's the largest issue in terms of gameplay if you allow players to change the actions they've commited to. I'm not sure if you'd want to allow that or not, though.
Why 6 seconds?-I wanted to keep the length of the combat round the same at 6 seconds, and conveniently Exalted caps the basic action types at 6 seconds as well and it seems to work. By keeping the 6 second round as a basis I can generally make sure people get the same number of attacks to start with.
Movement?-That's one of the things I should have spelled out but couldn't find the sheet they were on. I included the standard/move equivalent/full actions because there are many things(especially spells, abilities, etc.) that use those as a reference time. But basically I made move a reflexive action so that you can move up to your move/5 ft automatically in any tick. If you want to move faster you make a hustle(3) or a dash(4), these aren't considered reflexive so you can only take them on your tick but a hustle is a double move and a dash is a Movex5 and neither of them have to be in a straight line.
Changing Actions?-up until it's your tick to act it doesn't matter you can change your mind as much as you want, once it's your tick to act there's no changing action, all actions occuring on the same tick are considered simultaneous.
Yair said:
Thinking about it, the seperation into standard/move/full actions doesn't seem to fit well into this system.
No it doesn't really fit well but I haven't found a way to make it work in d20 without them because of the other actions keyed off them for timing.
Yair said:
The battleque system is based on counting ticks, where each tick is equivalent to 1 second. The DM counts the ticks (seconds) as the combat unfolds, with the players interrupting him when their time comes up to resolve their actions.
Actually counting it out loud is the hardest way to make it work. Since it was originally for Exalted I use the Battlewheel to track timing. Basically it's a big circle divided into ten pie-pieces with a marker for each player and each group of enemies that is placed into the appropriate section and a marker to indicated which tick you're on currently. You rotate the indicator around the circle one tick at a time and as you hit each marker that group/groups makes it's move and shift their pieces down the appropriate number of sections to the next tick where they can act. I use an old board game spinner with the sections recolored and the spinner indicates which tick is current.
Yair said:
When combat begins, each combatant must first determine his Flatfooted Time. Each combatant must make a Reflex Save. The highest save rolled has a Flatfooted Time of zero. All other reflex saves are subtracted from the highest save and that result is how many ticks each one is delayed by, up to a maximum of 6. For as long as a character's Flatofooted Time has not elapsed, he is considered flat-footed.
That's one of those details I should have added. I considered the initial time between the first action and the second to be flat-footed, the equivalent of the surprise round. But I actually like your version better.
Yair said:
EITHER: If circumstances have changed so that his action is no longer relevant, his action automatically fails. Only once the action is resolved (or failed) can the character commit to a new one - in the heat of battle, it takes time to realize you should change actions.
OR: At any given time in the count, a character can choose to abandon its current action and commit to a new one. Since some time has elapsed since he tried to begin that action, it may be partially completed if the DM so chooses. For example, the character may have moved part of his movement.
Hopefully I cleared this part up at the beginning of the post but I'll cover it again just in case. Actions are taken and resolved on each individual tick, and all of the actions within a tick are considered to happen simultaneously they disregard the effect of "previous" rolls during that tick. So for example two swordsmen can strike each other down at the same time. When an action is taken the number, say a standard attack(4), the attack happens that tick and is resolved then and (4) is how many ticks until he can next act other than reflexive(immediate) actions or Not-An-Actions. "Aim" is the only action I included that occurs over multiple ticks and that can be aborted in favor of an attack or other action at any time before it ends, but it's the only such action.
Yair said:
*Not an Action (0): these don't take any appreciable time. These include things like talking, making an attack of opportunity, and so on. You can make a Not-an-Action out of your turn.
*Immediate (0): These take very little time. You can take them whether it is your tick to act or not, but you can only take one in any given tick. You can combine them with other actions.
*Free (0): These take very little time. You can take them only when it is your tick to act, but you may combine them with another action on that tick. You may combine them with other actions, but not with an Immediate action. [Not applicable if the "OR" option above is chosen.]
Basically what I said, note I didn't include the can combine them with other actions because I included the "flurry" action which allows ANY series of actions to be combined on a single tick.
Yair said:
*Standard Action (3): You make some action that takes up considerable time, such as activating a magic item, dismissing a spell, feinting in combat, controlling a frightened mount, or so on. The list includes most of D&D's Standard and Move actions.
Better wording than mine. Notice I have made the Move action a reflexive one move equivalent exists solely as a time-keeping device for other actions that use that standard. This is very necessary for combat using a battleque to free up combat and make it more mobile than the D&D standard, otherwise movement in combat would happen far too slowly.
Yair said:
*Melee Attack (3 or less): You make a melee attack. This abstracts several swings and parries for a melee attack, and taking aim. The time to make an attack is reduced to 2 at BAB 6, and to 1 at BAB 12 or more.
*Ranged Attack (4 or less): You make a ranged attack. This abstracts taking aim as well as firing, but not loading the weapon. The time to make an attack is reduced to 3 at BAB 6, and to 2 at BAB 12 or more.
I kept the two types of attack together so as to not penalize ranged combat even further than it already is in the damage arena. Notice I specifed how EACH 6BAB reduce action time for an attack by 1 tick rather than just reducing it at 6 and 12. This is to facilitate campaigns past 20 where characters of this power level should keep increasing their number of potential attacks down to the minimum time of 1 tick.
Yair said:
*Full Round Action (6): These actions take a minute to complete. These include delivering a coup de grace, lighting a torch, loading a heavy crossbow, and so on. [It does NOT include making a full-attack, which is replaced by simply moving to the opponent and making Attacks.]
Good, quite good, however the closest equivalent to a full attack is a "flurry" where they can take multiple actions, including attack, in a single tick at a penalty directly related to how many actions they take and how many ticks those would normally set them back. It means that characters can actually make more attacks at an earlier level than their standard D&D equivalent per round.
Yair said:
*Move (1 or more): A character can move at his Speed/5 per tick. Count only whole squares (5' gains). [Why did you choose to engagne in byznatine Size-based calculations? This rule will result in a slightly faster speed than D&D, but that's not too bad.]
* 5' Step (3): You may move a single 5' square very carefully. This does not draw an attack of opportunity.
-Note my changes have made Move a reflexive action rather than an action with a time. This really frees up characters to move about and makes combat much more fluid. It was taken from the Exalted system that I'm modeling this on.
-The size-based modifier is necessary, though I didn't find this out until the third play-test where a Huge black dragon was reduced to an utterly snail-like pace by the system. Without the size modifier a Huge black dragon, a creature more than 12ft high at the shoulder would be reduced to moving 12ft in a tick that's just about 1 step. Whereas a medium human would move 6ft(rounded down to 5) in the same time, which is just about right for a marching pace of 2 steps per second. So I added the modifier in order that a Large black dragon would walk at a pace of 18ft per second and a Huge one at 24ft per second. Each at roughly the same number of steps per second up the size chart to clean up movement rates.
-It's also not byzantine if you don't try to calculate it on the fly. Tactically "(Move/5) x Size modifier" replaces the standard D&D Move speed and it should be pre-done and marked on the character sheet in place of that figure.
Yair said:
Movement-and-Attack: You can combine moving with attacking with a melee weapon. [Otherwise a person could always avoid attacks by making a 5' step.] For example, if you swing a sword at an opponent which then tries to run away you can pursue him without prolonging the time it takes you to attack. Note that moving away from you may also draw attacks of opporunity. Also note that this does not speed up your attacks, it just means you can combine a movement with an attack.
Since movement up to your base speed is now a reflexive action you no longer have that problem. A single movement at base speed can be made any time and if he moves further you can "flurry" a "hustle" or "dash" with an attack to catch up.
Will cover example combat in next post this one is already getting long enough
Yair said:
Conlusion: Need to have way to resolve simultanous and conflicting actions, need to decide how to deal with spellcasting (probably requiring 3 ticks before casting next spell), need to implement charging and running under these rules. Also, I don't think flat-footing will matter much in this scheme, except for ranged attacks (it may matter if character cannot change their action and only loose the flat-footing after their first action... but that's strange).
I'm also concerned with the small number of attacks at high level, and I'm not sure whether I like the effects of combining movement with melee attacks.
Spellcasting-I have been playing with how long spellcasting should take. Exalted sets it at five ticks but that seems too long. 3 seems slightly too short, I think I'll default it to 4 ticks unless the spell specifies a different time.
Charging and Running-Running is covered by the "Hustle" and "Dash" actions which I had to find the page I'd written them on, it's covered earlier in the post. They're not reflexive actions so they have an action time, but by flurrying them with one or more attacks it actually takes the place of charging and they don't have the straight line restriction either. I realize this is a major departure but I am trying to loosen up combat and make it more energetic and movement oriented.
Number of Attacks-I understand, I forgot to specify it in the "Attack" entry and put it at the end of the post. Every 6BAB reduce most action times, including attack, by one tick. Producing the same initial attack curve but continuing further past 20BAB to the minimum where an attack only has an action time of 1 at 24BAB.
Combining Movement and Attacks-I understand it if you're hesitant about this, my version is a major departure from the d20 standard. However its also a result of high level combat becoming more tedious and basically just "I step 5ft and make a full attack" I'm actively trying to break that standard and get more movement along with those attacks rather than either you stand still and make multiple attacks or move and make 1 attack.