DnD Combat that's chesslike [Archive] - Wizards Community

Post/Author/DateTimePost
Masterful_Norg

06-29-04, 02:05 AM
This here suggestion changes the rules quite extensively and I'm not sure if it has precedence somewhere else. Some of you may remember the time when I first suggested it. Well, I've worked out allot of the problems with over complexity that it used to have, but I'm not done.

Disclaimer:

As a matter of fact I do have copies of Tri Stat DX and the Anime D20 SRD so I do not need to be directed to them, I just haven't read through them yet, though what I've seen looks like a good way for DM's and responsible players with extra time to build characters.

The Idea:

The purpose of this system is to synchronize the actions of players and speed up combat.
The combat round is now 1 second not 6. Therefore, any effects that last for a number of rounds last that many seconds. However, effects that last minutes and hours still last minutes and hours.
In order to determine your character's movement speed devide the listed speed by 6. As you are no doubt aware movement speeds of 5, 10, 15, 20, 25, 35, 40, 45, 50, 55, 65, 70 and so on, don't factor to multiples of 5'.
If you have a movement speed of 5' then it takes 6 rounds to move 5', if you have a movement speed of 10' it takes 3 rounds, and if you have a movement speed of 15' it takes 2 rounds. If you have a movement speed of 20' it still takes 2 rounds to move 5 ft, but you get an extra free 5' square of movement every 3 squares you move. If you have a movement of 25' then it takes it takes 1 round to move 5', but you must halt every 6 rounds.
If you have a movement speed of 35' it takes 1 round to to move 5', but you get an extra square of movement every 6 rounds. If you have a movement speed of 40' it still takes 1 round to move 5', but you get an extra 5' square of movement every 3 squares. If you have a movement speed of 45' you get an extra 5' move every 2 squares. If you have a movement speed of 50 feet then you get an extra square every 2 squares and an extra 5' square every 6 rounds and if you have a speed of 55 feet you get an extra square every 2 squares and an extra square every three rounds.
That is the most complicated part of this system that I would really like to simplify it somehow. Any suggestions are welcome.
The moves suggested above are all considered 5 foot square moves that do not provoke attacks of opportunity. When you multiply your speed by 2, 3, 4 or 5 (with the run feat) then you do provoke attacks of opportunity.
A character can run for a number of rounds equal to 10 times their constitution score and the same goes for holding their breath.
A character can make an attack once every second at their full BAB. Iterative attacks don't exist.
Standard action spells usually take 2 seconds to go off, but some can be cast in a single second.
You can cast or attack and move simultaneously, so some feats are rendered useless. If those feats are part of a feat tree then your character automatically has that feat for the purpose of progressing.
When a character falls he moves at a speed of 30'/sec^2 until
he reaches terminal velocity somewhere around 660 000'/sec, or after he's fallen about 200'. Your choice.

I would love to receive any positive or negative feedback and or flames that you wish to share. Just be careful. I know how to fight fire! :mage: (It's not with fire if that's what your thinking!)
Masterful_Norg

06-29-04, 06:14 PM
If you think there are some issues with ballance then at least there's something we can agree on. However, it get's worse!

For this system, once you start getting large attack bonuses you devide your attack bonus (including epic bonus) by 10 (rounding up), and that is the amount of attacks you get per round (second). However, the most attack rolls that you roll each round is 1, except in the case of cleaving. If you have multiple attacks, just multiply your dammage by that many attacks, you're either successful on all of your attacks or none of them. When you cleave an opponent it is as if one of your attacks was given back to you to use it on another target in cleaving range so you only cleave on the hit that would drop your target.
Craith

06-30-04, 02:48 AM
Just a suggestion about your speed problem:
why dont you just divide the speed by 5? it won't make that much of a difference, and it would be easier to keep track of

Your system looks interesting, first I was worried about the mages casting a spell every 2 seconds, but the fighters can get the equivalent of 4 (level 10+) to 6 (level 20+) attacks at full BAB of in the same time, plus the chance to interrupt the spell casting, so I think it might be balanced. Of course it would have to be playtested.

Atenio,
Craith
Masterful_Norg

06-30-04, 12:16 PM
This Deleted post was brought to you by the inability to read the number 5.
Masterful_Norg

07-03-04, 11:19 PM
I apologize to Craith for reading his 5 as a 6. Here is his suggestion.

5'= 1' each round
10'= 2' each round
15'= 3' each round
20'= 4' each round
25'= 5' each round
30'= 6' each round
35'= 7' each round
40'= 8' each round
45'= 9' each round
50'= 10' each round

Now imagine that Oerth seconds are equal to 1.2 Earth seconds and voila!

~~~

For multiple attacks, make your dammage roll and attack roll. Each attack will deal the same amount of dammage and use the same attack roll. You may designate each attack after knowing the effect of the previous attack.

A projectile moves at a speed equal to its full range if thrown and double its range increment if it is an arrow projectile. These speeds are for each second. It is therefore possible to take an arrow for someone. It is also possible to hit a projectile by readying an attack against one. Most projectiles are fine (+16 to armor class). Deflection is simply using combat expertise to raise your armor class and subsequently not get hit by an arrow if it turns out that the arrow would have hit you had you not used the feat. You don't have to get rid of the arrow deflection feats if you don't want to.

Standard action spells take two seconds to cast, but the caster designates the target or area on the same second that the effect takes place.
Masterful_Norg

07-03-04, 11:57 PM
This idea has also been removed for it doesn't deserve consideration...

I fed it to this beholder: :behold:
Masterful_Norg

07-04-04, 12:22 AM
Here's another option.

5'=1 square takes 6 rounds
10'= 1 square takes 3 rounds
20'= 1 square takes 1 round
40'= 2 squares takes 1 round
60'= 3 squares takes 1 round
80'= 4 squares takes 1 round

Round your speed to the nearest increment listed above. Small sized characters who wear heavy armor have their speed reduced to 10'.

You now you can only double your speed while in heavy armor and when you run you normally triple your speed. The run feet allows you to quadruple your speed.
SykeXero

07-06-04, 12:32 AM
Yet again has Masterful_Norg created a system that is overly complicated and just barely compatible with dnd.

Sorry about that... no hard feelings.

Right... so...
From what I've read in your other posts is that you don't mind the odd systems being added to your games. Some are complicated. Some are just weird. Judging by that you would not be beyond taking up this sugestion.

Why not have your grid based on 1ft. squares instaed of 5ft. Then take your movement and divide it by 6.

Yes that is a six. Not a five, but in fact a six. No need to feed this one to the beholder.:behold:
Masterful_Norg

07-06-04, 03:48 AM
Well the only real problem is the movement. I haven't really managed to describe cleaving with multi attacks very well, but its quite simple... trust me.

I'd just use the speeds above your post. They aren't accurate, but its the fastest.

Believe it or not, I've actually run games faster than normal using it!
jagggar

07-06-04, 04:45 PM
I'm liking the movement system to some degree. A lot of the time I have 5 square per inch graph paper on hand, so that is how I'd resolve the movement of such creatures.

However, the combat system is still a bit confusing to me. Yes, especially when you add in the multiple attacks.

Could you somehow post an example of that?
Masterful_Norg

07-06-04, 05:25 PM
For multiple attacks:
(BAB + ELAB*)/10 (round up) = # of attacks each round/second
Designate your targets for each attack then roll your attack roll and dammage roll. Use the same attack roll and dammage roll for each target.
Remember that you may attack at the same time as moving so your character is automatically considered as having spring attack for the purpose of feat tree progression.
There are no special problems presented by cleaving.*Epic Level Attack Bonus

For movement remember that you only provoke attacks of opportunity when you double, triple, quadruple or pentuple your movement speed.

You fall at a speed of 30'/sec^2 maxing out either at 660,000'/sec after you've fallen 200', DM's choice, though the second one is innacurrate. In accordance with the rules the most dammage you can receive from a fall is 20d6 unless of course your landing on sharp objects. Dammage should be calculated by how far you have fallen.

If you recieve dammage which is inflicted on a 'per round' basis, devide the maximum dammage by six (rounding down) and that's how much dammage you receive every other round/second.

A projectile moves at a speed equal to half its full range (round up to nearest increment of 5') if thrown and double its range increment if it is an arrow projectile.

It is therefore possible to take an arrow for someone if you move in the way. It is also possible to hit a projectile by readying an attack against one. Most projectiles are fine (+16 to armor class) and use the dexterity bonus of who ever threw or shot them. Deflection is simply using combat expertise to raise your armor class and subsequently not get hit by an arrow if it turns out that the arrow would have hit you had you not used the feat. You don't have to get rid of the arrow deflection feats if you don't want to.

Standard action spells take two seconds to cast, but the caster designates the target or area on the same second that the effect takes place.

~~~

Tell me if I've forgotten anything.
jagggar

07-06-04, 07:29 PM
What happens to monks since this effectively makes Flurry of Blows disappear?
Masterful_Norg

07-06-04, 11:55 PM
They get a kiss on a cheek.

Actually, no, they should get something. Just a sec...
Masterful_Norg

07-07-04, 12:14 AM
Monks can have an extra attack each round with a -2 penalty to all attacks. This penalty reduces to -1 at level 10 and and 0 at level 20.

As a martial artist I'm mortified that I forgot to do something about the monk's kungfu (http://www.beijingwushuteam.com/video/ZhaoChangjun1.avi) mojo.
jagggar

07-07-04, 12:24 AM
That was one of the things I was thinking could happen.

My other thought was that you could use the equation of:

(BAB + ELAB*)/5 (round up)

for FoB replacement.
Masterful_Norg

07-07-04, 03:43 PM
Unfortunately, that gives no bonus at first level, and too much of a bonus at 20th level.