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Skill Combat - quick combat resolution
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<blockquote data-quote="LostSoul" data-source="post: 5162687" data-attributes="member: 386"><p>This is the quick combat system I playtested on Thursday night. It looks like we got the PC's hit points wrong when we played through it! Anyway, it worked.</p><p></p><p>Any thoughts?</p><p></p><p></p><p>Goal: just like all the other quick combat variants I've been trying, this is to make combat resolve in a flash.</p><p></p><p><strong>Step I. Make Contact</strong></p><ul> <li data-xf-list-type="ul">1. Encounter Distance<br /> In a situation where the encounter distance is unknown, roll on the<br /> following table to determine how far apart the groups are:[code]<br /> Terrain Type Distance in Squares<br /> Dungeon 4d6 <br /> Plains 1d10x10<br /> Hills/Moor/Mountains 3d10<br /> Forest/Swamp 3d8<br /> Road 1d20+10[/code]<br /> <br /> </li> <li data-xf-list-type="ul">2. Surprise<br /> If one or both groups are unaware of the other, there is a chance for <br /> surprise. If both sides are aware of each other, both sides may act in <br /> the first round.<br /> <ul> <li data-xf-list-type="ul">a. Ambush<br /> A side trying to ambush rolls Stealth vs. the Passive Perception <br /> of the other side. The character with the lowest Stealth <br /> modifier makes the roll; others may Aid if they take an <br /> appropriate action. This can result in both sides gaining <br /> Surprise.<br /> </li> <li data-xf-list-type="ul">b. Lookout<br /> A side that is actively keeping watch may roll Perception. <br /> There is only one roll; others may aid. The character who rolls<br /> is the one who is taking the most appropriate action.<br /> </li> <li data-xf-list-type="ul">c. Surprised<br /> Characters who are Surprised may not act in the first round. <br /> They grant Combat Advantage.<br /> </li> <li data-xf-list-type="ul">d. Character Surprise (Optional)<br /> You may wish to determine Surprise for each character <br /> individually.</li> </ul><br /> </li> <li data-xf-list-type="ul">3. Reaction Roll<br /> If the monster's disposition to the PCs is unknown, roll on the <br /> following table to determine their reaction.[code]<br /> 2d6 Roll Reaction Success<br /> 2 Immediate Attack --<br /> 3-5 Hostile, possible attack 8<br /> 6-8 Uncertain, monster confused 6<br /> 9-11 No attack, monster leaves or considers offers 4<br /> 12 Looking to make friends 2[/code]<br /> <br /> </li> <li data-xf-list-type="ul">4. Negotiation<br /> If the two sides talk it out, run a skill challenge. The number of <br /> successes needed before 3 failures is determined by the reaction roll.</li> </ul><p></p><p><strong>Step 2. Beginning of Round</strong></p><p> - Any beginning of round things take place here; standing in a zone, for</p><p> example.</p><p></p><p><strong>Step 3. Declare Actions</strong></p><p> - Everyone declares at the same time</p><p> - Free & Clear; only until everyone's happy with their action do you </p><p> proceed. Players may change their action depending on what the other</p><p> side has declared.</p><p> - If you can do it, you can do it, but you need to declare it. This</p><p> includes declaring any immediate actions or triggered actions, such</p><p> as OAs, a Fighter's Combat Challenge, a Shield spell, etc. If you </p><p> don't declare it as part of your action you don't do it; you can't</p><p> add an action, no matter its type, later on in the round.</p><p> - You can't wait to see what happens in the round - no delaying actions.</p><p> You have to take your chances with the roll.</p><p></p><p><strong>Step 4. Determine Modifiers</strong></p><p> - Add modifiers to the d20 roll based on the description of the action.</p><p> - If a power is to be used, which power is determined now.</p><p></p><p><strong>Step 5. DM sets DCs</strong></p><p> - Same process as is used in skill checks.</p><p></p><p><strong>Step 6. Take Action</strong></p><p> - Everyone rolls at once.</p><p> - Actions are simultaneous, there are no turn-by-turn actions.</p><p> - Actions are resolved in order from highest to lowest modified roll, if</p><p> it matters</p><p> - If two or more rolls are tied, determined resolution order by rolling</p><p> Init.</p><p> - When one action has multiple targets, the first roll determines the</p><p> order. When your action goes off, roll the rest of them. This goes</p><p> for things like OAs and other triggered actions like that.</p><p></p><p><strong>Step 7. Resolve Actions</strong></p><p> - Skill checks are resolved in the usual manner</p><p> - Damage/Hit Points:[code]</p><p> Role</p><p>Level Minion Normal Elite Solo</p><p>1-3 1 4 8 20</p><p>4-6 2 6 12 30</p><p>7-9 3 8 16 40</p><p>etc.</p><p>Brutes add 1.</p><p></p><p> Hit Points / Level</p><p>Level 4 5 6+</p><p>1-3 6 8 10</p><p>4-6 9 12 15</p><p>7-9 12 16 20</p><p>etc.</p><p>Add 1/2 CON modifier to the number of hits.</p><p></p><p>Level Damage Dealt</p><p>1-3 2</p><p>4-6 3</p><p>7-9 4[/code]</p><p></p><p><strong>Step 8. End of Round</strong></p><p> - Morale checks, if necessary. A Will roll against an Easy DC of the </p><p> party's level. Can be triggered by actions taking during the round,</p><p> as well as those listed here.[code]</p><p></p><p>Triggers Modifiers to DC</p><p>Leader bloodied +2</p><p>Leader screwed (blinded, stunned, +2</p><p> dazed + immobilized, etc.)</p><p>Leader dead +4</p><p>1/2 monsters bloodied +2</p><p>1/2 monsters screwed +2</p><p>1/2 monsters dead +4</p><p>Per PC bloodied/screwed -2</p><p>Per dead/unconcious PC -4[/code]</p><p></p><p> If the morale check is failed, the monsters change their tactics - </p><p> running, surrendering, attempting a parley, bribe, blowing limited</p><p> resources, falling back, etc.</p><p> - Saving Throws from effects ongoing from the beginning of the round.</p><p> If a saving throw was granted during the round, or a monster can make</p><p> an immediate saving throw (eg. hobgoblins), they can do that now.</p><p></p><p><strong>Step 9. Repeat Steps 2-8</strong></p><p></p><p><strong>Step 10. Shake it Out</strong></p><p> - Actual hit point damage is determined</p><p> - Round all damage into healing surge amounts, rounding up</p><p> (eg. A fighter with 10 hits/28 HP takes 2 damage; that's 1 healing </p><p> surge, or 7 HP.)</p></blockquote><p></p>
[QUOTE="LostSoul, post: 5162687, member: 386"] This is the quick combat system I playtested on Thursday night. It looks like we got the PC's hit points wrong when we played through it! Anyway, it worked. Any thoughts? Goal: just like all the other quick combat variants I've been trying, this is to make combat resolve in a flash. [b]Step I. Make Contact[/b] [list][*]1. Encounter Distance In a situation where the encounter distance is unknown, roll on the following table to determine how far apart the groups are:[code] Terrain Type Distance in Squares Dungeon 4d6 Plains 1d10x10 Hills/Moor/Mountains 3d10 Forest/Swamp 3d8 Road 1d20+10[/code] [*]2. Surprise If one or both groups are unaware of the other, there is a chance for surprise. If both sides are aware of each other, both sides may act in the first round. [list][*]a. Ambush A side trying to ambush rolls Stealth vs. the Passive Perception of the other side. The character with the lowest Stealth modifier makes the roll; others may Aid if they take an appropriate action. This can result in both sides gaining Surprise. [*]b. Lookout A side that is actively keeping watch may roll Perception. There is only one roll; others may aid. The character who rolls is the one who is taking the most appropriate action. [*]c. Surprised Characters who are Surprised may not act in the first round. They grant Combat Advantage. [*]d. Character Surprise (Optional) You may wish to determine Surprise for each character individually.[/list] [*]3. Reaction Roll If the monster's disposition to the PCs is unknown, roll on the following table to determine their reaction.[code] 2d6 Roll Reaction Success 2 Immediate Attack -- 3-5 Hostile, possible attack 8 6-8 Uncertain, monster confused 6 9-11 No attack, monster leaves or considers offers 4 12 Looking to make friends 2[/code] [*]4. Negotiation If the two sides talk it out, run a skill challenge. The number of successes needed before 3 failures is determined by the reaction roll.[/list] [b]Step 2. Beginning of Round[/b] - Any beginning of round things take place here; standing in a zone, for example. [b]Step 3. Declare Actions[/b] - Everyone declares at the same time - Free & Clear; only until everyone's happy with their action do you proceed. Players may change their action depending on what the other side has declared. - If you can do it, you can do it, but you need to declare it. This includes declaring any immediate actions or triggered actions, such as OAs, a Fighter's Combat Challenge, a Shield spell, etc. If you don't declare it as part of your action you don't do it; you can't add an action, no matter its type, later on in the round. - You can't wait to see what happens in the round - no delaying actions. You have to take your chances with the roll. [b]Step 4. Determine Modifiers[/b] - Add modifiers to the d20 roll based on the description of the action. - If a power is to be used, which power is determined now. [b]Step 5. DM sets DCs[/b] - Same process as is used in skill checks. [b]Step 6. Take Action[/b] - Everyone rolls at once. - Actions are simultaneous, there are no turn-by-turn actions. - Actions are resolved in order from highest to lowest modified roll, if it matters - If two or more rolls are tied, determined resolution order by rolling Init. - When one action has multiple targets, the first roll determines the order. When your action goes off, roll the rest of them. This goes for things like OAs and other triggered actions like that. [b]Step 7. Resolve Actions[/b] - Skill checks are resolved in the usual manner - Damage/Hit Points:[code] Role Level Minion Normal Elite Solo 1-3 1 4 8 20 4-6 2 6 12 30 7-9 3 8 16 40 etc. Brutes add 1. Hit Points / Level Level 4 5 6+ 1-3 6 8 10 4-6 9 12 15 7-9 12 16 20 etc. Add 1/2 CON modifier to the number of hits. Level Damage Dealt 1-3 2 4-6 3 7-9 4[/code] [b]Step 8. End of Round[/b] - Morale checks, if necessary. A Will roll against an Easy DC of the party's level. Can be triggered by actions taking during the round, as well as those listed here.[code] Triggers Modifiers to DC Leader bloodied +2 Leader screwed (blinded, stunned, +2 dazed + immobilized, etc.) Leader dead +4 1/2 monsters bloodied +2 1/2 monsters screwed +2 1/2 monsters dead +4 Per PC bloodied/screwed -2 Per dead/unconcious PC -4[/code] If the morale check is failed, the monsters change their tactics - running, surrendering, attempting a parley, bribe, blowing limited resources, falling back, etc. - Saving Throws from effects ongoing from the beginning of the round. If a saving throw was granted during the round, or a monster can make an immediate saving throw (eg. hobgoblins), they can do that now. [b]Step 9. Repeat Steps 2-8[/b] [b]Step 10. Shake it Out[/b] - Actual hit point damage is determined - Round all damage into healing surge amounts, rounding up (eg. A fighter with 10 hits/28 HP takes 2 damage; that's 1 healing surge, or 7 HP.) [/QUOTE]
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