D&D 4E Initiative in 4E

I guess that would mean heavily reduced movement speeds then? I mean, if one can move every 1 seconds it should be something like 1/6 of normal...

Since the elf is already in a threatened zone he draws an AoO. This is resolved, then because all action during a tick happens simultaneously Ugly Barbarian's attack is resolved. Assuming the pointy-ear survives both attacks he completes his movement. If not then he was cut down trying to run.

IMO, the elf shouldn't draw two attacks during the same second when he is trying to move away :/ that hardly seems realistic...
 

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Aage said:
I guess that would mean heavily reduced movement speeds then? I mean, if one can move every 1 seconds it should be something like 1/6 of normal...
I go with 1/5 normal (rounded to nearest five)+ a size modifier and it seems to work, things actually tend to move at something approaching a reasonable pace too. Course that also means PCs don't try to outrun the elephant or T-Rex or dragon without something to boost their speed significantly.

Aage said:
IMO, the elf shouldn't draw two attacks during the same second when he is trying to move away :/ that hardly seems realistic...
AoOs are easily removed if that bothers you. But aside from AoOs multiple attacks isn't so unrealistic. I can put five pistol rounds into two close targets or stab something three times in one second. Jet Li holds a record for throwing more than 180 punches in a minute (that's averaged he hit burst of upwards of 6 per second at points within that minute)
 
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psionotic said:
Hrm, it seems like such a system would rule out counterspelling, though, wouldn't it? Unless all counterspells and dispels take 0 time to cast, but that doesn't make much sense in a system where spells have segment lengths, generally (and then, how would one distrupt a counterspell or a dispel?)
As I still have shuddering nightmares about counterspell wars in Magic the Gathering, I'd handle counterspells differently to ensure such battles could never happen. Simplest way I can think of is to make "Counterspell" itself a spell with a cast time of effectively 0, that cannot itself be countered (by the time the counter to the counter gets cast, the first one has already resolved...). Then, if you're a caster with counterspell prepared, you just hold until your foe starts casting and let fly!

Lanefan
 

HeavenShallBurn said:
I go with 1/5 normal (rounded to nearest five)+ a size modifier and it seems to work

Or you can just have the rule being: Medium size creatures can move upto 5 ft as a free action every tick. Small size creatures can move 5 ft per tick as a free action as well, but every third tick cannot move. Large size creatures can move also 5 ft per tick, but every third tick they can move 10 ft.

So after 6 ticks, a small size creatures moves 20 ft, a medium size creature moves 30 ft and a large size creature moves 40 ft.
 

Kamikaze Midget said:
Hmm...now I'm interested. The guy who wants to move up and attack the guy with the bow won't be able to ever do it before the bow guy fires, though?

Actually since you cannot use a bow in melee anyway, no. The order is missile, melee, then movement, then other stuff, then loose ends.

If you have a swordsman already next to an archer, here is what happens:

Round 1. Archer delays until after movement phase. Swordsman attacks the archer who is next to him. Archer moves on movement phase. Swordsman pursues archer, catching up to him. With a move action left, the archer moves again.

Round 2: Archer fires, swordsman delays until movement phase. Archer moves & Swordsman moves. Loose end: Swordsman uses his remaining action to close in w/ Archer.

Round 3. repeat round 1.
 
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