Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Variant combat mechanics
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Shiroiken" data-source="post: 7378977" data-attributes="member: 6775477"><p>If you wanted to do something like that, the best way to do it would be to break the round down into "ranged" "movement" and "melee." Everyone that plans to use ranged attacks would go first (in initiative order), then movement, then melee attacks. Spells would have to be determined individually, as would a lot of non-attack actions. You might want to add a "defense" segment as well, so that Dodge and other 1 round defensive actions can be taken before attacks begin. </p><p></p><p>This would be rather complicated for play, and I would suggest a slightly easier option. Each round, everyone declares their action in secret (writing them down is best), then rolls initiative. The actions are revealed, and resolved simultaneously, with any overlap being resolved using initiative. Bonus Actions can be declared after actions are revealed, and reactions work as normal. Anything that lasts a round counts from beginning to end, so only 1 Reaction can be taken. Turns become somewhat meaningless, so some things require DM adjudication (such as a battlemaster giving the rogue an attack to use sneak attack an addition time). This removes the notion of a character taking a turn while everyone else stands there, but it can easily cause some players and creatures to have little to no effect on a round, because they take an action against an already defeated foe. If your group is good with a little chaos (which they'd have to be for your original idea), I think this is a better method of getting what you need.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 7378977, member: 6775477"] If you wanted to do something like that, the best way to do it would be to break the round down into "ranged" "movement" and "melee." Everyone that plans to use ranged attacks would go first (in initiative order), then movement, then melee attacks. Spells would have to be determined individually, as would a lot of non-attack actions. You might want to add a "defense" segment as well, so that Dodge and other 1 round defensive actions can be taken before attacks begin. This would be rather complicated for play, and I would suggest a slightly easier option. Each round, everyone declares their action in secret (writing them down is best), then rolls initiative. The actions are revealed, and resolved simultaneously, with any overlap being resolved using initiative. Bonus Actions can be declared after actions are revealed, and reactions work as normal. Anything that lasts a round counts from beginning to end, so only 1 Reaction can be taken. Turns become somewhat meaningless, so some things require DM adjudication (such as a battlemaster giving the rogue an attack to use sneak attack an addition time). This removes the notion of a character taking a turn while everyone else stands there, but it can easily cause some players and creatures to have little to no effect on a round, because they take an action against an already defeated foe. If your group is good with a little chaos (which they'd have to be for your original idea), I think this is a better method of getting what you need. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Variant combat mechanics
Top