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| #1silverwaveMar 03, 2004 0:26:31 | Variant Combat Rules I remember using the Combat & Tactics book for AD&D. The combat system was absolutely wonderful and realistic. Since I’m complaining all the time that mages just can’t be disturbed while casting and that combat is too much static, I wrote those combat rules variant. I haven’t tested it but I will shortly and adjust if need be. Feel free to comment or test it by yourself! Rule Basis: Each round, before the first turn, each player tells the DM what their character want to do. Meanwhile, the DM chooses secretly what the opponents will do. The move equivalent actions (moving, reloading a crossbow, sheath a weapon without the feat Quick Draw, etc.) start at the beginning of the round and end on the character’s (or foe’s) turn after what he can do a simple action. If the character chooses to do a simple action and then to do a move equivalent action, the move equivalent action starts at the end of the character’s turn and end at the end of the round. A 5-foot-step is always instant. The same rule applies to spell casting. When a character wants to cast a spell and then move he starts to cast at the beginning of the round and ends his incantation on his initiative turn. Then he can start his move and ends it at the end of the round. If he wants to move and then cast, he starts the move at the beginning of the round. At his initiative turn, he ends his move and starts to cast his spell. The incantation ends at the end of the round and the effects are applied. The charge attack doesn’t follow this rule. You move your figurine only on your turn. It is possible to change the action that you planned on his initiative turn. A spellcaster who wants to change his target (because she died or any other reason) on his turn can but he must succeed a concentration check (DC 10 + spell level) to be able to do it. If the concentration fails, the spell is lost. When moving, you must try to move your figurine of a given number of cases at each character or foe’s initiative turn so that you reach the target when your turn comes. For example, if you’re the third to act in the round and you have a move of 30’ (6 cases), you will move your figurine of 2 cases each initiative turn. It is each time you must move your figurine that you can change the direction you are moving but you can’t move on the opposite side you were heading. To be able to do so you have to move on side or stops for an initiative turn and then starts to move backward on the next initiative turn. If you choose to do a full-round action (if you have multiple attacks, for example) and your opponent choose to move and have a lower initiative score than you, if the creature moves out of your weapon reach, you immediately do all your attacks and then make an attack of opportunity if there is. When your turn comes, you can take your 5-foot-step. If you change your action on your turn when you chose to do a full-round action, you lost no action and can take any other action normally. Knowing What Your Opponents Are Up To: It is possible to guest the intentions of your opponents. When you do so, you must spend a move-equivalent action (or a simple action) looking at your opponents. You can observe up to 1 creature for each rank in Sense Motive. At the starting of the round, the character who observes his enemies must make a Sense Motive check (DC 15 + 1 for each additional creature). If the creatures aren’t humanoids, the DC increases by 4 because it is difficult to notice the intention of those creatures. If the check succeeds he can guess (but not precisely) the action of the observed creatures. The DM chooses what information to give to the player. If the check fails, he still can guess the actions who started at the beginning of the round and that will ends on the creature’s turn. Normally, anyone can guess the actions of the creatures in vicinity without making any check and taking any action. The character must see those creatures. That excludes creatures that have a cover or concealment. Game Example: The party encounters two goblins and decides to attack them. The DM asks the players what their character will do on this turn. The party’s warrior decides to charge the first goblin (we’ll call it goblin #1). The wizard chooses to cast a magic missile at goblin #2 and then move on the right. Finally, the rogue chooses to observe the goblins to be able to help his friends properly. The DM chooses secretly the actions of the goblins (goblin #1 will charge the wizard and goblin #2 will reload his crossbow and will shoot at the mage). Initiatives are rolled: goblin #1 will be first, and then will come the rogue’s turn followed by the wizard’s turn then goblin #2 and finally, the warrior. Some actions start now and will end on the character’s and goblin’s turn: Goblin #2 starts to reload his crossbow, goblin #1 prepare himself to charge the wizard (but will not move his figurine until his turn comes), the mage start his incantation, the rogue observe the scene and the warrior prepare his charge. The rogue has 3 ranks in Sense Motive so he can observe both of the goblins at the same time. He chooses to observe both of them so the DC will be 16 (15 + 1 for the second goblin). He roll his dice and get a 12 to witch he adds his +5 modifier (3 ranks and +2 from his wisdom) for a total of 17. He succeeds. The DM tell him that the first goblin seems to be charging toward the mage and the second reloads his crossbow while looking angrily at the wizard. The round starts. Whit a free action, the rogue yells to the mage the goblins’ intention but he already started to cast and it is too late to stop if he doesn’t want to lose his spell. Here comes the goblin #1 turn. He rushes the mage. The wizard is casting so he looses his dexterity bonus on his AC (he could have keep it if he would have choose to cast defensively but he would be forced to succeed a concentration checks). The goblin hits dealing 3 points of damage. The mage succeed his concentration check and keep casting. Then comes the rogue’s turn. He could only take a simple action (he used a move-equivalent action to observe the enemies). So he chooses to draw his bow with the Quick Draw feat (free action) and shoots the goblin who is still reloading his crossbow. He kills it with a sneak attack (the goblin were considered flat-footed because he haven’t take his first turn yet, knowing that it is the first round). Now comes the mage’s turn. At the beginning of his round, he achieves to cast his spell but he notices that his target is dead. He chooses to change his target and aim at the other goblin (see above for that rule). He makes a concentration check DC 11 (10 + spell level witch is 1) and succeed easily. Unfortunately, he doesn’t kill the goblin. The goblin #2 should have act now but he’s dead so here come the warrior’s turn. A problem happens. He chose to charge goblin #1 which were in his range at that moment but now that he moved, he’s out of range (even considering that a charge is twice his move). The warrior chose to change his action (the charge attack and the full-round attack give the opportunity to change his action freely when your turn comes). The warrior draws his bow and shoots at the goblin, killing it. The adventurers are victorious. |