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Second by second Combat
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<blockquote data-quote="loganic" data-source="post: 4030760" data-attributes="member: 59176"><p>This is a system I was toying with for a campaign that never happened. </p><p></p><p></p><p>Initiative is still taken. Rather though, every point represents an extra second of time you have.</p><p></p><p>Full Round action - 6 seconds</p><p>Move Action - 2.75 seconds</p><p>Standard action - 3.25 seconds</p><p>free action, 5 foot step - 0 seconds, but same rules apply as to how often every 6 seconds they can be done,</p><p>(Fractions are rounded unless otherwise combined)</p><p></p><p>A full round attack is judged from attack to attack. If with haste or whatever, a warrior gets 3 attacks for that round, he can take the full round action . The attack is executed at the beginning of every 2 seconds of that full round and the rest of the time is consider recovery.</p><p>That doesn't mean he can make a two second attack every time he feels like it, but only when he dedicates the next 6 seconds to standing firm. If for some reason, like that the villain has taken a 5 foot step out his reach middle of his attack. Say 4 seconds into his attack, the villain moves back 5 feet and starts casting something. He's gotten 2 attacks so far. One at second 1 of his round and one at second 3. He recovers after second 4 and instead of attacking again, takes a second to stop his full round attack, takes a 5 foot step with the villain and starts attacking again.</p><p></p><p>Breakdown for the fighter</p><p></p><p>1 Initiates full round attack, first attack</p><p>2 Recovers</p><p>3 Intiates second attack</p><p>4 Recovers, Villain moves away</p><p>5 Stops full round attack</p><p>6 Takes 5 foot step and initiates full round attack again, First attack</p><p></p><p>This changes the feel of combat, since turns overlap. People who move during the same second go based on initiative. This strengthens castors, since they can cast multiple standard action spells slightly more quickly if they choose not to use move actions</p><p></p><p>A castor who casts only standards, has the following cast time</p><p>3.75</p><p>7.5</p><p>11.25</p><p>15</p><p></p><p>that means he can cast 4 spells in 2 and half rounds, if he remains a sitting duck.</p><p>I haven't decided how the rounding should work. If that's too powerful, I can assume that only standard and move actions can take advantage of the fractions, so a castor essentially takes 4 seconds to cast</p><p>4</p><p>8</p><p>12</p><p>16</p><p>That means they dont gain a second.</p><p></p><p></p><p>Anyways, those are my ideas. They still need heavy refining so any input would be appreciated.</p></blockquote><p></p>
[QUOTE="loganic, post: 4030760, member: 59176"] This is a system I was toying with for a campaign that never happened. Initiative is still taken. Rather though, every point represents an extra second of time you have. Full Round action - 6 seconds Move Action - 2.75 seconds Standard action - 3.25 seconds free action, 5 foot step - 0 seconds, but same rules apply as to how often every 6 seconds they can be done, (Fractions are rounded unless otherwise combined) A full round attack is judged from attack to attack. If with haste or whatever, a warrior gets 3 attacks for that round, he can take the full round action . The attack is executed at the beginning of every 2 seconds of that full round and the rest of the time is consider recovery. That doesn't mean he can make a two second attack every time he feels like it, but only when he dedicates the next 6 seconds to standing firm. If for some reason, like that the villain has taken a 5 foot step out his reach middle of his attack. Say 4 seconds into his attack, the villain moves back 5 feet and starts casting something. He's gotten 2 attacks so far. One at second 1 of his round and one at second 3. He recovers after second 4 and instead of attacking again, takes a second to stop his full round attack, takes a 5 foot step with the villain and starts attacking again. Breakdown for the fighter 1 Initiates full round attack, first attack 2 Recovers 3 Intiates second attack 4 Recovers, Villain moves away 5 Stops full round attack 6 Takes 5 foot step and initiates full round attack again, First attack This changes the feel of combat, since turns overlap. People who move during the same second go based on initiative. This strengthens castors, since they can cast multiple standard action spells slightly more quickly if they choose not to use move actions A castor who casts only standards, has the following cast time 3.75 7.5 11.25 15 that means he can cast 4 spells in 2 and half rounds, if he remains a sitting duck. I haven't decided how the rounding should work. If that's too powerful, I can assume that only standard and move actions can take advantage of the fractions, so a castor essentially takes 4 seconds to cast 4 8 12 16 That means they dont gain a second. Anyways, those are my ideas. They still need heavy refining so any input would be appreciated. [/QUOTE]
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