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="Blue" data-source="post: 7379128" data-attributes="member: 20564"><p>You'd need to be careful - there are a number of abilities that assume movement before/after melee. Things like all Rogue's ability to do a bonus action dash or the Swashbuckler's ability to move without drawing attacks of opportunity for those she attacks.</p><p></p><p>This would have been a more natural fit with 3.x or PF where you move only before or after your attack, but that's been explicitly done away with in 5e.</p><p></p><p>Would you still allow reactions right after the trigger, so an opportunity attack happens during your movement pulse?</p><p></p><p>How are you dealing with bonus actions? Many require specific actions taken in order to be used, but that may not be go off in the same phase as the action that allowed it.</p><p></p><p>Onto a concrete example that might be helpful in designing your own phase system. Princeton University has Princecon, a gaming convention that just had it's 43rd consecutive year running. For the majority of them it was running it's own evolving system which did have every round broken down into phase. This past year we ran D&D 5e. Here's our list of phases from Princecon 39:</p><p></p><p><strong>Phases</strong></p><p>Each character may act in each combat round. Certain actions are faster than others, so the combat round is broken into phases. Actions within a phase are usually resolved simultaneously, but take effect before actions in the following phases. In general, each character acts in only one phase of the round, though there are several exceptions to this principle.</p><p></p><p><strong>Phase Summary</strong></p><p><strong>I. Declaration:</strong> This phase is mainly a time for players to decide how to act and declare their intentions for the round. This is generally not binding, except for two cases:</p><p>• If you are dropping saving throws for the round, it must be announced now.</p><p>• A mage or guardian casting a spell must declare the spell being cast (though not the target or modifiers).</p><p>There is only one action which takes place during this phase: Mage spells cast with the Power Word modifier are resolved.</p><p><strong>II. Powers:</strong> Innate abilities such as breath weapons and gaze weapons are resolved. Regeneration and continuing damage (e.g. poison) are applied.</p><p><strong>III. Combat:</strong> All attacks with missile and melee weapons are resolved. Natural weaponry, unarmed strikes, and grappling attempts are included. Most combat is simultaneous. AC modifiers for defensive fighting, charging, or the Combat Maneuvers feat take effect now and apply for the rest of the round.</p><p><strong>IV. Prayer: </strong>Prayers are announced and take effect in order of increasing prayer point cost, although clerics cannot be distracted by</p><p>effects suffered in this phase.</p><p><strong>V. Spell:</strong> Spellcasters choose the modifiers and targets of the spell they have declared, or else drop the spell (taking no action and spending no points). Spells take effect in order of increasing spell point cost, although casters cannot be distracted by effects suffered in this phase.</p><p><strong>VI. Item:</strong> Characters may switch weapons, get things out of packs, etc. General manipulation of objects (e.g. opening or closing doors)</p><p>takes place now.</p><p><strong>VII. Movement:</strong> All characters who have not done anything else may move. Characters with the Halfmove feat take their partial move now. Characters who are dodging take their retreat now.</p><p></p><p>In earlier editions, Combat was broken up further into a <strong>Missile Phase</strong> and a <strong>Melee Phase</strong>.</p><p></p><p>Guardians were arcane gish. Your saves would affect all spells including buffs and healing, so you could stop resisting if you hoped good spells would be coming in and foe's spells would not. And Prayers/Spells could be interrupted by damage in phases before you cast them.</p></blockquote><p></p>
[QUOTE="Blue, post: 7379128, member: 20564"] You'd need to be careful - there are a number of abilities that assume movement before/after melee. Things like all Rogue's ability to do a bonus action dash or the Swashbuckler's ability to move without drawing attacks of opportunity for those she attacks. This would have been a more natural fit with 3.x or PF where you move only before or after your attack, but that's been explicitly done away with in 5e. Would you still allow reactions right after the trigger, so an opportunity attack happens during your movement pulse? How are you dealing with bonus actions? Many require specific actions taken in order to be used, but that may not be go off in the same phase as the action that allowed it. Onto a concrete example that might be helpful in designing your own phase system. Princeton University has Princecon, a gaming convention that just had it's 43rd consecutive year running. For the majority of them it was running it's own evolving system which did have every round broken down into phase. This past year we ran D&D 5e. Here's our list of phases from Princecon 39: [B]Phases[/B] Each character may act in each combat round. Certain actions are faster than others, so the combat round is broken into phases. Actions within a phase are usually resolved simultaneously, but take effect before actions in the following phases. In general, each character acts in only one phase of the round, though there are several exceptions to this principle. [B]Phase Summary[/B] [B]I. Declaration:[/B] This phase is mainly a time for players to decide how to act and declare their intentions for the round. This is generally not binding, except for two cases: • If you are dropping saving throws for the round, it must be announced now. • A mage or guardian casting a spell must declare the spell being cast (though not the target or modifiers). There is only one action which takes place during this phase: Mage spells cast with the Power Word modifier are resolved. [B]II. Powers:[/B] Innate abilities such as breath weapons and gaze weapons are resolved. Regeneration and continuing damage (e.g. poison) are applied. [B]III. Combat:[/B] All attacks with missile and melee weapons are resolved. Natural weaponry, unarmed strikes, and grappling attempts are included. Most combat is simultaneous. AC modifiers for defensive fighting, charging, or the Combat Maneuvers feat take effect now and apply for the rest of the round. [B]IV. Prayer: [/B]Prayers are announced and take effect in order of increasing prayer point cost, although clerics cannot be distracted by effects suffered in this phase. [B]V. Spell:[/B] Spellcasters choose the modifiers and targets of the spell they have declared, or else drop the spell (taking no action and spending no points). Spells take effect in order of increasing spell point cost, although casters cannot be distracted by effects suffered in this phase. [B]VI. Item:[/B] Characters may switch weapons, get things out of packs, etc. General manipulation of objects (e.g. opening or closing doors) takes place now. [B]VII. Movement:[/B] All characters who have not done anything else may move. Characters with the Halfmove feat take their partial move now. Characters who are dodging take their retreat now. In earlier editions, Combat was broken up further into a [B]Missile Phase[/B] and a [B]Melee Phase[/B]. Guardians were arcane gish. Your saves would affect all spells including buffs and healing, so you could stop resisting if you hoped good spells would be coming in and foe's spells would not. And Prayers/Spells could be interrupted by damage in phases before you cast them. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Variant combat mechanics
Top