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<blockquote data-quote="Turanil" data-source="post: 1827554" data-attributes="member: 9646"><p><strong>A few things borrowed on other threads:</strong></p><p></p><p><span style="color: YellowGreen">Combat is something I'd like to alter back to 1st Edition, not in terms of options but in terms of sequence. After initiative was determined each player would take one turn in which they could perform one action. The sequence would continue until no players had turns left and a new round begins.</span></p><p></p><p></p><p><span style="color: Orange"><snip>the synergy bonuses can be annoying to keep track of though.<snip></span> I suggest to remove them altogether, despite they make sense.</p><p></p><p></p><p><span style="color: PaleTurquoise">I agree. Grappling is the most horrid atrocity of a subsystem I have seen in D&D, excluding the critical hit tables from Combat & Tactics. I prefer the old unwieldly table o' punches and wrestling from 2e over the insidious complexity of the 3e grappling rules.</span> </p><p></p><p></p><p><span style="color: Yellow">Combat - each round each combatant takes one turn in order of Initiative until no combatants have actions remaining. An normal action can be up to half your movement rate and an attack. For example if a fighter (move 30) is facing an orc 15-ft away the fighter can move and attack the orc as one action. If the orc was 25-ft away for example the fighter couldn't reach the orc on his first action and this would have to occur on his second action. Some combat actions such as Charge double the movement allowed in one action but would then not allow further actions for the round. Multiple attacks only occur for fighter type characters and are staggered at various levels with the overall effect of less iterative attacks at higher levels. To compensate this all attacks are at the maximum attack bonus (which nicely removes an element of working things out - I know its only -5 per extra attack).</span> Not that I agree entirely, but something simple needs be determined to handle what one can do during a single round (turn of action).</p><p></p><p></p><p><span style="color: PaleGreen">Everyone gets 2 actions a round, which can be used for some combination of move, attack and parry. You don't get more attacks from high BAB or feats.</span> <span style="color: Orange">The two action system works out great for me. Basically, the person can attack twice, move twice, combination, etc. I haven't found it to have too many effects on the rest of the game.</span> I could rather suggest this: 2 actions per round. The first is the action you can do with your legs (obviously moving); the second is the action you can do with your arms (so one or more attacks, or other doings). Only monk-like classes can use move to attack instead (adding an additional attack) with their feet.</p></blockquote><p></p>
[QUOTE="Turanil, post: 1827554, member: 9646"] [b]A few things borrowed on other threads:[/b] [COLOR=YellowGreen]Combat is something I'd like to alter back to 1st Edition, not in terms of options but in terms of sequence. After initiative was determined each player would take one turn in which they could perform one action. The sequence would continue until no players had turns left and a new round begins.[/COLOR] [COLOR=Orange]<snip>the synergy bonuses can be annoying to keep track of though.<snip>[/COLOR] I suggest to remove them altogether, despite they make sense. [COLOR=PaleTurquoise]I agree. Grappling is the most horrid atrocity of a subsystem I have seen in D&D, excluding the critical hit tables from Combat & Tactics. I prefer the old unwieldly table o' punches and wrestling from 2e over the insidious complexity of the 3e grappling rules.[/COLOR] [COLOR=Yellow]Combat - each round each combatant takes one turn in order of Initiative until no combatants have actions remaining. An normal action can be up to half your movement rate and an attack. For example if a fighter (move 30) is facing an orc 15-ft away the fighter can move and attack the orc as one action. If the orc was 25-ft away for example the fighter couldn't reach the orc on his first action and this would have to occur on his second action. Some combat actions such as Charge double the movement allowed in one action but would then not allow further actions for the round. Multiple attacks only occur for fighter type characters and are staggered at various levels with the overall effect of less iterative attacks at higher levels. To compensate this all attacks are at the maximum attack bonus (which nicely removes an element of working things out - I know its only -5 per extra attack).[/COLOR] Not that I agree entirely, but something simple needs be determined to handle what one can do during a single round (turn of action). [COLOR=PaleGreen]Everyone gets 2 actions a round, which can be used for some combination of move, attack and parry. You don't get more attacks from high BAB or feats.[/COLOR] [COLOR=Orange]The two action system works out great for me. Basically, the person can attack twice, move twice, combination, etc. I haven't found it to have too many effects on the rest of the game.[/COLOR] I could rather suggest this: 2 actions per round. The first is the action you can do with your legs (obviously moving); the second is the action you can do with your arms (so one or more attacks, or other doings). Only monk-like classes can use move to attack instead (adding an additional attack) with their feet. [/QUOTE]
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