Segment Based Combat

Mark Causey

Explorer
Has anyone posted a system for changing round based combat to segment based combat?

If not, I would like to put a system forward; however, I'm unsure if anyone would be interested in the overhaul in mechanics. So far, it does involve pulling a lot of numbers from seemingly nowhere.

AtR
 

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I have been kicking around a similar idea.

This has not been completedly thought out...but here's the idea

Segments = 1/5 of a second
An initiative roll counts how many segments from the end of the round you can take your action (in other words you count down from 30), any initiative over 30 counts as 30.

Actions have time alotments (in seconds), something like this
Standard Action = 4 seconds
Move Action = 2 seconds
Full Round Action = 6 seconds (obviously)

segments might work here too.
 


Segment based combat means that, for instance, an individual wielding a dagger can attack more often in a period of time than an individual wielding a great-axe.

Segments would be some division of time, like a round is, that each kind of action would have some value assigned it; some actions can occur quicker than others because they are simpler or involve less movement.

StAlda: Would you have a limit on the amount of Standard Actions? Would anyone who rolled bad on the first round be allowed to just start at 30 on the next round, thus nullifying initiative for the second round on so that they could have the most actions possible each round?

I currently have a .doc version that I've been editing for a while now, but it is rather long and complicated (12 pages). Should I post it here or simply reply to emails?

AtR
 

adamantineangel said:
StAlda: Would you have a limit on the amount of Standard Actions? Would anyone who rolled bad on the first round be allowed to just start at 30 on the next round, thus nullifying initiative for the second round on so that they could have the most actions possible each round?

This is where having a high initiative "a good thing" causes problems with a segment based combat system, because you want your initiative to take up the LEAST amount of time. I guess one way to look at it is your initiative is how many segments you have to work with in the first round.

The rounds would become virtual for each character, kind of like it is now for spellcasters casting a spell with a 1 round casting time. The spell takes effect on your initiative the next round. Time accounting in combat would be counting segments up, so if you do a "Standard Action" it takes 20 segments, your next initiative is the current segment plus 20. The initiative roll would be used to break ties when two opponents attack in the same segment.

With this kind of system, the time it takes to perform an action can become more fluid. For Instance, I think 2 seconds is too short of time to move 30 feet, I'd made it take more time. Or a player may want to do an action not covered in the PHB, the player and DM can negotiate the time it takes, and continue with combat. I, personally, don't like that all those actions that take a standard action actually take the same amount of time to perform.

The implications of such a system are radical, and would have a significant impact on the game as a whole. This is why I have been hesitant to fully flush out a system like this and implement it.
 

Here we go ....

StAlda said:
The implications of such a system are radical, and would have a significant impact on the game as a whole. This is why I have been hesitant to fully flush out a system like this and implement it.

Thus, I find myself here, hoping that you had a more eloquent solution. Please review the document that I have posted here, try not to feel overwhelmed, but try and pick it apart and find what works and what doesn't.

AtR
 

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Has anyone looked at the Hackmaster system? It devides rounds of six seconds into 10 segments each. It looks pretty good, and it also has the advantage of compatability with the basic game system.
 

I use to play a game called Everlasting, where your speed rating determined what rounds of combat you could go in. There were 10 rounds per segment of combat, and the higher your score the more often you can go.

It sounds a lot like what you are trying to do, and from my experience its very clunky. This is one of those times when simplicity needs to win out.
 


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