!!!Latest Incarnation of the System!!!
Beginning to more fully flesh out the system now.
*Have added Swift actions since those are necessary to have a quickened spell which I don't want to disappear.
*Had to bring back the Partial Action from the 3.0 graveyard. With Move now an Immediate Action there needed to be another type for those that were previously move-equivalent and shorter than a Standard Action but more than a free action.
*Have some trouble placing Bull Rush, Overrun, and Readying an Action. Should Bull Rush and Overrun become immediate action like movement? Readying An action, should I make this a combat action in the vein of Total Defense with an action time of 3 that can be aborted?
BattleQue d20 Combat System
This combat system measures time in abstract units called ticks, each tick is by default approximately one second long. Combat always begins at tick 0 and advances forward one tick at a time until the end of the battle.
When characters take an action that would require the use of combat time to resolve their player must make a Reflex save to initiate combat. Doing this is an obviously hostile act that alerts everyone that can perceive the character and allows them to join the combat with Reflex saves of their own. Characters who are not aware may not take combat actions until they become aware at which point they can make a Reflex save to join the combat in progress.
When combat begins all combatants roll a Reflex save to determine their Flat-Footed Time. The highest save rolled has a Flat-Footed Time of 0 and acts on tick 0 (this may include multiple characters if their saves tie). All other Reflex saves are subtracted from the highest save and that result is the number of ticks until their Flat-Footed Time elapses, up to a maximum of 6. During their Flat-Footed Time a character may not take a combat action and is considered Flat-Footed. Characters who were unaware at the start of the combat may join the combat in progress once they become aware, at which point they roll a Reflex save and must wait their Flat-Footed Time before acting.
Characters act for the first time in combat when the tick count reaches their Flat-Footed Time. At this point they are no longer considered Flat-Footed and may take any applicable combat action, but they must act. All actions taken in the same tick are considered to occur simultaneously and are resolved at the end of the tick disregarding the effects of “previous” rolls. The action time of the actions taken by each character determine how many ticks they must wait to act again.
Actions Types(ticks):
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 Action(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.
Free(0): These take very little time. You can take them only when it is your tick to act.
Swift(0): A swift action consumes a very small amount of time, but represents a larger expenditure of effort and energy than a free action. You can perform one swift action on your tick to act without affecting your action time. Swift actions usually involve spellcasting or the activation of magic items; many characters (especially those who don't cast spells) never have an opportunity to take a swift action. Casting a quickened spell is a swift action. In addition, casting any spell with a casting time of 1 swift action is a swift action. Casting a spell with a casting time of 1 swift action does not provoke attacks of opportunity.
Partial(2): These actions are more time consuming than a Free Action but swifter than a Standard Action. This action may be taken once per tick without flurrying.
Standard(4): 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. This action may be taken once per tick without flurrying.
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 Flurrying.]
Combat Actions(ticks or action type):
Move(Immediate): A character can move at (Speed/5)xSize Modifier per tick. Count only whole squares and round to nearest five feet. Size modifier is 1 for a medium or smaller creature and increases .5 for every size category above medium. This replaces the standard D&D base speed.
Hustle(Immediate): A character moves twice their normal rate at a quick dogtrot. The character gains a +2 bonus on any attack rolls and a -2 penalty to their armor class during this tick. They gain a +2 bonus on strength checks to Bull Rush and mounted characters do double damage as if charging, and counts as if charging for double damage from weapons set against a charge.
Run(Immediate): A character moves four times their normal move speed at a sprint. They lose their dexterity bonus to AC unless they possess the Run feat (which improves speed to move x5 or x4 in heavy armor).The character gains a +2 bonus on any attack rolls and a -2 penalty to their armor class during this tick. They gain a +2 bonus on strength checks to Bull Rush and mounted characters do double damage as if charging, and counts as if charging for double damage from weapons set against a charge.
Withdraw(3): When you withdraw, you can move up to double your speed. The square you start out in is not considered threatened by any opponent you can see, and therefore visible enemies do not get attacks of opportunity against you when you move from that square. (Invisible enemies still get attacks of opportunity against you, and you can’t withdraw from combat if you’re blinded.) If, during the process of withdrawing, you move out of a threatened square (other than the one you started in), enemies get attacks of opportunity as normal. You may not withdraw using a form of movement for which you don’t have a listed speed. Note that despite the name of this action, you don’t actually have to leave combat entirely.
Aim(3): Can be used with both melee and ranged attacks. For each sequential tick of aiming adds a +1 bonus to attack bonus and increases the critical threat range of the character's next attack by the same amount. May be aborted in favor of an attack any tick after the first, gaining all appropriate bonuses. If aborted for any other action than an attack the bonuses are lost.
Total Defense(3): Rather than attack you devote your full concentration to defending yourself. Characters gain a +4 dodge to AC. May be aborted in favor of another action any tick after the first, the bonus to AC is lost when a Total Defense action is aborted.
Attack(4): You make a single attack. The action time for this is reduced by high BAB, for every 6BAB reduce action time by 1 to a minimum of 1. This action may be taken once per tick without flurrying.
Flurry(varies): A quick series of attacks, partial actions or standard actions rolled on a single tick. Any creature can flurry a number of actions equal to half its number of natural attacks without penalty, if exceeded penalties accrue at a rate of 1 per action to attack bonus and armor class and 2 per action to skill checks. Base speed is equal to the fastest action speed taken, modified if over the limit by a cumulative +1 for every action after this, a flurry can have an action time no greater than 6.
Counterspell(Immediate): If a character has the proper spell or spells prepared they may use them to counterspell as an immediate action.
Spellcasting(3): Spells that do not specify any other casting time have an action time of 3 ticks. This includes supernatural or spell-like abilities that are not specified as using another action.
Not An Action:
Speak
Immediate Action:
Move
Hustle
Run
Counterspell
Make Spellcraft check on counterspell attempt
Cease Concentrating on a Spell
Dismiss a Spell
Drop An Item
Drop Prone
Lower Spell Resistance
Stand up From Prone (still provokes AoO)
Open or Shut a Door
Free Action:
Prepare Spell Components to Cast a Spell
Swift Action:
Cast a Quickened Spell
Partial Action:
Bull Rush? (should this be an immediate action to match movement?)
Overrun? (should this be an immediate action to match movement?)
Ready An Action? (I've gotten rid of several reasons to ready but not all, not sure where to put it now? Maybe Add it as an combat action like Total Defense that can be aborted?)
Load a Light Crossbow
Mount or Dismount
Control a frightened Mount
Move a Heavy Object
Pick Up An Item
Ready or Loose a Shield
Draw or Sheathe a Weapon
Retrieve a Stored Item
Prepare to Throw Splash Weapon
Standard Action:
Activate a Magic Item(other than a potion or oil)
Aid Another
Concentrate to Maintain an Active Spell
Draw a Hidden Weapon
Drink A Potion or Apply an Oil
Escape A Grapple
Feint
Light Torch with Tindertwig
Stabilize a Dying Character
Read a Scroll
Sunder a Weapon or Object
Turn or Rebuke Undead
Use Skill (that takes one action)
Full-Round Action:
Deliver a Coup de Grace
Escape from a Net
Extinguish Flames
Light a Torch
Load a Heavy or Repeating Crossbow
Lock or Unlock Weapon in Locked Gauntlet
Use Skill (that takes 1 round)
Use Touch Spell on Up to Six Allies
Count as Attacks:
Disarm
Grapple
Trip