tag:blogger.com,1999:blog-9209855737812016509.post2818066018611326774..comments2024-03-27T10:03:08.323-07:00Comments on Methods & Madness: Old school initiative is the BEST initiativeEric Diazhttp://www.blogger.com/profile/09196219031821755216noreply@blogger.comBlogger16125tag:blogger.com,1999:blog-9209855737812016509.post-40135864467864778432019-01-11T22:43:37.789-08:002019-01-11T22:43:37.789-08:00This is all neatly solved with a simpler system ca...This is all neatly solved with a simpler system called phased real-time, or "we-go". Basically, you declare actions, then resolve them all simultaneously as makes sense in the fictional world.<br /><br />Perhaps surprisingly, it's much simpler than the "you go, I go" system, and it avoids all the issues you so clearly outline with the pitchfork dudes.<br /><br />Check out my thoughts:<br />https://spellsandsteel.blogspot.com/2018/10/phased-real-time-combat-solution-you.htmlCharles Ahttps://www.blogger.com/profile/00941603544547428940noreply@blogger.comtag:blogger.com,1999:blog-9209855737812016509.post-49178645882089428092018-10-12T12:41:15.333-07:002018-10-12T12:41:15.333-07:00Interesting stuff! Greater/Lesser actions are a go...Interesting stuff! Greater/Lesser actions are a good idea IMO. I"m writing a new post on initiative, will address this issue briefly.Eric Diazhttps://www.blogger.com/profile/09196219031821755216noreply@blogger.comtag:blogger.com,1999:blog-9209855737812016509.post-53295364860931269682018-10-08T20:16:12.223-07:002018-10-08T20:16:12.223-07:00Link: http://www.giantitp.com/forums/showthread.ph...Link: http://www.giantitp.com/forums/showthread.php?569840-Murder-and-Mayhem-A-more-Dynamic-Combat-system-for-5e<br /><br />The only feedback I got is "too complicated", but I personally feel that a summary table plus use would make it work well. Plus it (to me) gives Bonus actions a more natural feel to them.Sean Boydhttps://www.blogger.com/profile/15330718937738010393noreply@blogger.comtag:blogger.com,1999:blog-9209855737812016509.post-69449338260957691592018-10-08T20:10:55.072-07:002018-10-08T20:10:55.072-07:00Leave the link here if you do!Leave the link here if you do!Eric Diazhttps://www.blogger.com/profile/09196219031821755216noreply@blogger.comtag:blogger.com,1999:blog-9209855737812016509.post-905589255556647662018-09-21T18:19:07.018-07:002018-09-21T18:19:07.018-07:00I can try and write up a more comprehensive post a...I can try and write up a more comprehensive post and post on Giantitp where formatting can be done better.Sean Boydhttps://www.blogger.com/profile/15330718937738010393noreply@blogger.comtag:blogger.com,1999:blog-9209855737812016509.post-26880672728827981492018-09-21T17:55:54.711-07:002018-09-21T17:55:54.711-07:00A lot of stuff to unpack there, but I think you...A lot of stuff to unpack there, but I think you're on to something... The hardest part is making all of this easy to use during the game.Eric Diazhttps://www.blogger.com/profile/09196219031821755216noreply@blogger.comtag:blogger.com,1999:blog-9209855737812016509.post-27141615590426522932018-09-16T20:22:44.413-07:002018-09-16T20:22:44.413-07:00I agree that Pathfinder 2e would be fiddly, but I ...I agree that Pathfinder 2e would be fiddly, but I think the 3 action idea works well for spells (imagine getting closer to the 1 page spell list summary), and it could make martial combat more dynamic, since if the 2 "on turn" actions trigger at different points in the initiative order, then combat feels more real time.<br /><br />Maybe it would be too much to make Speed Boost features like Fast Movement 15' instead of 10' and make 1/3rd of your movement shift cost 1 point on the initiative track to make running at someone costly, and to make monks and barbarians really mobile in the now more chaotic battle environment (15' would make them 45' movement or 15' per point of initiative rather than the standard 10', but 5' steps for positions are still doable).<br /><br />Another thought from the martial side would be to tie your idea of balancing weapons and making weapon properties tables. "Great" weapons can only be used with Greater Actions, and hit hard. "Balanced" weapons can be used with both actions, but can only be wielded 1 at a time (No dual wielding long swords. Light weapons can be used to get a Reaction attack on a critical hit. Perhaps two Light weapons can allow for both weapons to be used in the Reaction attack (Can't say what the numbers on that are like). From the Dual wielder Fighting Styles and Feat, one gains the advantage of +1 AC and bonus damage to offhand attack, plus perhaps a Rend Attack if you land both attacks on one target. Perhaps fold the Double Reaction attack into the Feat (for your Rogue).<br /><br />Anyways I'm a bit off topic now, but this stuff sort of weaves together. If I can summarise this ramble, I like the idea of "3 actions" because I think one can tie it into both spell casting and martial combat in a way that self reinforces the structure of combat and initiative makes definitive differences in how martials and casters approach combat, and also makes weapon combat feel different as well.<br /><br />I guess since you've read this far, I suggest the idea to drop static bonuses to damage and instead use a table of (3/5)* Stat mod+0.5 = die average. This formula is developed by saying let a STR 20 character get +3, indicating they add 1d6 to all STR based damage rolls, which caps out at +1d12 for those that get 30 in a given stat. Because for me, rolling more dice is fun, and adding a static number is boring.<br /><br /><br />That's all for now.<br />Sean Boydhttps://www.blogger.com/profile/15330718937738010393noreply@blogger.comtag:blogger.com,1999:blog-9209855737812016509.post-6213731727034456442018-09-16T17:31:54.349-07:002018-09-16T17:31:54.349-07:00Pathfinder 2nd edition has some interesting stuff,...Pathfinder 2nd edition has some interesting stuff, but TBH is too fiddly for my tastes. You mention some cool ideas - the difficult part is turning it into a cohesive, simple rule-set.<br /><br />I completely agree with the -5/+10 thing BTW. Should be limited to melee. Ranged weapons are a bit overpowered in 5e IMO.Eric Diazhttps://www.blogger.com/profile/09196219031821755216noreply@blogger.comtag:blogger.com,1999:blog-9209855737812016509.post-13579230308493287622018-09-15T19:35:24.787-07:002018-09-15T19:35:24.787-07:00Doesn't seem like I can easily edit my above p...Doesn't seem like I can easily edit my above post, but a thought I had to potentially mitigate the advantages of ranged combat is to get rid of adding ability attributes to damage, as well as any "power shot" options (-5/+10 to damage). If you want to get high damage, get into the thick of things, otherwise you stick to range and shoot at people.Sean Boydhttps://www.blogger.com/profile/15330718937738010393noreply@blogger.comtag:blogger.com,1999:blog-9209855737812016509.post-65625247918602030712018-09-15T18:21:40.004-07:002018-09-15T18:21:40.004-07:00You mentioned in other posts that the initiative s...You mentioned in other posts that the initiative system was turning out to be fairly fiddly. Reading a bit of Pathfinder 2nd edition, and I wonder if their streamlining of Pathfinder action economy may be useful for you.<br /><br />They give everyone 3 actions, I main action, 1 secondary action, and 1 reaction. Movement between actions is free. Spellcasters spend actions to modify their spell effects. So Cure Wounds could be a Touch Spell, a Ranged Single Target Spell, or all Allies within a radius spell depending on if you spend 1,2, or all 3 of your actions.<br /><br />For a 5e game, you could take the spell casting idea more or less as is, with higher level spell slots upping power of the spell, while actions spent "shape" the spell. While it would probably be a lot of work to do, perhaps it could work to use this to condense the spell list where most healing spells are combined into one Heal spell that is modified by spell level and actions spent.<br /><br />For martials, perhaps the Greater action becomes the weapon attack action, so all Extra attacks are added to it. The Lesser action can be used for a second attack for TWF, Skill actions (Shoves and Grapples), or perhaps give range a 2nd attack. Reactions can be spent on an attack of opportunity, or a 3rd ranged attack.<br /><br />If I were to use such a system, I would be tempted to throw in the dynamic initiative that allows for everyone's actions to overlap.<br /><br /><br />The only thing I am not a fan of here is that ranged characters get a high number of attacks per round. It makes intuitive sense, but it might rub people the wrong way.<br /><br /><br />Hope this helps!<br />Sean Boydhttps://www.blogger.com/profile/15330718937738010393noreply@blogger.comtag:blogger.com,1999:blog-9209855737812016509.post-48557406017144403372018-07-08T14:26:46.037-07:002018-07-08T14:26:46.037-07:00Yeah, I'm looking for something like that too:...Yeah, I'm looking for something like that too: simple and sensible at the same time.Eric Diazhttps://www.blogger.com/profile/09196219031821755216noreply@blogger.comtag:blogger.com,1999:blog-9209855737812016509.post-72870457327399844312018-07-03T11:56:44.080-07:002018-07-03T11:56:44.080-07:00If one has missile weapons they just attack until ...If one has missile weapons they just attack until the target has closed the distance or taken cover. If they close the distance, you roll initiative when they are in melee range. That's how I'd do it, fairly simple.Ruprechthttps://www.blogger.com/profile/00139664977453444000noreply@blogger.comtag:blogger.com,1999:blog-9209855737812016509.post-40750366622945557812018-07-02T17:46:44.461-07:002018-07-02T17:46:44.461-07:00A curious idea... it would make combat faster and ...A curious idea... it would make combat faster and more exciting, at least. Eric Diazhttps://www.blogger.com/profile/09196219031821755216noreply@blogger.comtag:blogger.com,1999:blog-9209855737812016509.post-27693426101870694312018-07-02T08:07:42.204-07:002018-07-02T08:07:42.204-07:00A couple solutions to the "who goes first?&qu...A couple solutions to the "who goes first?" problem in D&D come to mind: <br /><br />1) Allow players to add their weapon's proficiency bonus to their armor class, similar to the Defense Bonus from 3.5. This more accurately simulates a skilled warrior's ability to parry, block, and dodge blows. <br /><br />2) Combat is resolved as a series of skill contests: No matter which side has the initiative, both combatants roll 1d20 with proficiency bonus + other attack modifiers. High roll then inflicts damage if the modified roll exceeded the opponent's AC.<br /><br />In both cases melee is represented as a simultaneous exchange of blows/parries/grapples etc. during the combat round, and initiative becomes less important.Anonymoushttps://www.blogger.com/profile/05032456632352305575noreply@blogger.comtag:blogger.com,1999:blog-9209855737812016509.post-70000467470242951182018-06-30T11:13:57.685-07:002018-06-30T11:13:57.685-07:00Yeah, segments rounds etc make plenty of sense... ...Yeah, segments rounds etc make plenty of sense... the difficult part is making them simple!Eric Diazhttps://www.blogger.com/profile/09196219031821755216noreply@blogger.comtag:blogger.com,1999:blog-9209855737812016509.post-56723268026558984642018-06-29T16:42:00.921-07:002018-06-29T16:42:00.921-07:00great stuff
i guess it is why adnd had segments or...great stuff<br />i guess it is why adnd had segments or rounds alsoKonsumterrahttps://www.blogger.com/profile/18170560484656800416noreply@blogger.com