Looking for alternative combat rules [Archive] - Wizards Community

Post/Author/DateTimePost
Gold Katana

05-25-06, 03:57 PM
My group has been experimenting with the 3.5ed combat sequence for some time. Our problem is this: it seems ridiculous that one combatant moves, cast a spell, and/or attacks multiple times (full combat) while his opponent merely stands there and takes it.

So far, we've established that everyone takes a turn making either a move or standard action, then repeat to finish out the round. Thus, we've broken the round into two chapters.

As far as full combat actions, both parties "exchange blows" - i.e. initiative winner swings once, then the init loser, repeat until all attacks have been used (yes, we've been playing since 1980 and have never lost the taste for more "free form" combat). As a bonus, for every 5 initiative points difference, the winner can launch that many attacks prior to receiving blows for the first round fighting that opponent, after that it becomes blow-for-blow.

Anyway, I am looking for a more elegant solution(s). We don't want a simple yet semi-realistic system, something that would be easily compatible with standard rules. A tall order, I know - but I know there are some crafty players out there and was hoping some of you might have just such an approach.
AT-AT Assault

05-25-06, 04:01 PM
Although I've never read their rules(I really want to, though), GURPS uses 1 second rounds. If you used 1 second rounds in DnD its highly unlikely that the person who wins Init can kill a person before that person can react.
Oneiros

05-25-06, 05:19 PM
GURPS is another system which also breaks combat into a movement and action phase each round.