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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Why RPGs are Failing
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="scott-fs" data-source="post: 1557124" data-attributes="member: 5714"><p>I was thinking about this, and how it could be "fixed". I know I haven't liked the idea where someone in combat (say a mage caught in melee from an ambush) could step back out of range and safely cast a spell. About the only way you can currently disrupt someone doing this is to ready an action to follow them if they move away. It then means you won't be doing anything until your next action (which you can renew the ready), or until they move away.</p><p></p><p>Here are my thoughts, and I'd be interested in anyone's feedback.</p><p></p><p>In order to break up the "blow your load" style of action in combat, a combat round is divided into two separate sub-rounds. I'll use Primary Phase and Secondary Phase. Generally a character can perform a standard action which is to do something and be able to move. For instance, move your speed in feet, and cast a spell, or make an attack, etc.</p><p></p><p>In a Phase you can either 1) Move or 2) perform an action (such as make an attack, cast a spell, use a skill). You can only perform one action during a round and you decide which phase you wish to perform it in.</p><p></p><p>You run through the initiative order for the Primary phase, each person either deciding to move or do an action. Then through the initative order for the Secondary phase giving anyone who performed an action during the Primary phase to move (if desired), or allow someone to perform an action (or make a second move, as in the normal double move in D&D) if they moved during the Primary phase. Once the Secondary Phase is complete you move to the next round.</p><p></p><p>This might have a benefit of speeding up combat. After all, you only have to decide whether you want to move or perform an action. Here is a brief encounter Between Bob (the mage), George (the fighter), and Grunt (Orc 1), and Brunt (Orc 2).</p><p></p><p>Round 1, Primary Phase:</p><p>Grunt: Move past George, next to mage. Grunt want to attack Bob.</p><p>George: I move up to Brunt to prevent it from flanking Bob, and I prepare to attack.</p><p>Bob: I move back, getting ready to cast a spell at Grunt.</p><p>Brunt: I attack George. Hit for 5 damage.</p><p></p><p>Round 1, Secondary Phase:</p><p>Grunt: Move next to cowardly Bob.</p><p>George: Swing at Brunt. Hit for 10 damage (Orc collapses).</p><p>Bob: Ah, dammit. Move away towards George.</p><p></p><p>Round 2, Primary Phase:</p><p>Grunt: Pursue George.</p><p>George: Move up to Grunt beside Bob.</p><p>Bob: Move behind George:</p><p></p><p>Round 3, Secondary Phase:</p><p>Grunt: Attack George. 6 Damage (George collapses)</p><p>Bob: Magic Missile on Grunt.</p><p></p><p>It will mean that players will need to think more tactically, and work to protect the spellcasters. I forsee Concentration being a much more valuable skill as you may be exposed to attack much more often. No longer would you be able to rush in and attack before the opponent has a chance to respond (unless the opponent just so happened to have an action readied).</p><p></p><p>Thoughts ?</p></blockquote><p></p>
[QUOTE="scott-fs, post: 1557124, member: 5714"] I was thinking about this, and how it could be "fixed". I know I haven't liked the idea where someone in combat (say a mage caught in melee from an ambush) could step back out of range and safely cast a spell. About the only way you can currently disrupt someone doing this is to ready an action to follow them if they move away. It then means you won't be doing anything until your next action (which you can renew the ready), or until they move away. Here are my thoughts, and I'd be interested in anyone's feedback. In order to break up the "blow your load" style of action in combat, a combat round is divided into two separate sub-rounds. I'll use Primary Phase and Secondary Phase. Generally a character can perform a standard action which is to do something and be able to move. For instance, move your speed in feet, and cast a spell, or make an attack, etc. In a Phase you can either 1) Move or 2) perform an action (such as make an attack, cast a spell, use a skill). You can only perform one action during a round and you decide which phase you wish to perform it in. You run through the initiative order for the Primary phase, each person either deciding to move or do an action. Then through the initative order for the Secondary phase giving anyone who performed an action during the Primary phase to move (if desired), or allow someone to perform an action (or make a second move, as in the normal double move in D&D) if they moved during the Primary phase. Once the Secondary Phase is complete you move to the next round. This might have a benefit of speeding up combat. After all, you only have to decide whether you want to move or perform an action. Here is a brief encounter Between Bob (the mage), George (the fighter), and Grunt (Orc 1), and Brunt (Orc 2). Round 1, Primary Phase: Grunt: Move past George, next to mage. Grunt want to attack Bob. George: I move up to Brunt to prevent it from flanking Bob, and I prepare to attack. Bob: I move back, getting ready to cast a spell at Grunt. Brunt: I attack George. Hit for 5 damage. Round 1, Secondary Phase: Grunt: Move next to cowardly Bob. George: Swing at Brunt. Hit for 10 damage (Orc collapses). Bob: Ah, dammit. Move away towards George. Round 2, Primary Phase: Grunt: Pursue George. George: Move up to Grunt beside Bob. Bob: Move behind George: Round 3, Secondary Phase: Grunt: Attack George. 6 Damage (George collapses) Bob: Magic Missile on Grunt. It will mean that players will need to think more tactically, and work to protect the spellcasters. I forsee Concentration being a much more valuable skill as you may be exposed to attack much more often. No longer would you be able to rush in and attack before the opponent has a chance to respond (unless the opponent just so happened to have an action readied). Thoughts ? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Why RPGs are Failing
Top