BlackKnight wrote:
ExCrusader wrote:
What does streamlined combat system mean here? The phases were a cool selling point for some people. That seems like a huge change to me, though I’m more than willing to be completely open minded about it.
I think it was mentioned dropping the multiphase combat into a single phase. but could be wrong...
For several years the phases have been the largest source of confusion and the most commonly house-ruled aspect of the game. Now, I do understand and appreciate that we will be implementing some changes that some folks will not prefer over the rules of previous editions. We are gamers, so we can get picky and fall into our preferences. I have personally found that I can run phased combat with my home group fine, but when I present it to new players or even players with decades of experience (say, at a convention), I am most typically greeted with a blank stare, which inevitably leads me to say, "Don't worry about it -- just tell me what you want your character to do, and I will let you know how it works within the framework of the rules, if necessary." Eventually, I began to simplify it all around, with my home group and elsewhere, and no one really seemed to notice, because now it was easier to grasp, more intuitive. And as I've come to understand, these simplifications and modifications are very much similar to how a lot of people were house ruling things, anyway. For your perusal, I offer a sneak peek of the HYPE3E combat system:
COMBAT SEQUENCE
Each side takes turns in the following sequence according to initiative results, which are diced for each round, using a d6. After all sides have gone through each of the combat steps (above), a new initiative order must be diced for; then, the sequence begins anew.
[list=1]
MELEE (from stationary position)MISSILES (from stationary position)MAGIC (from stationary position; includes spells, magic abilities, magic items, etc.)MOVEMENT[list=1]
Move (standard movement rate or double movement rate [run])Move and Melee (move ½ and attack or move full and charge attack)Move and Missile (move ½ and fire)Move and Magic (move ½ and cast spell [or use magic ability, etc.])OTHER ACTIONS (bind an ally’s wounds, toss a rope, spike a door, etc.) Combat Sequence Notes: Player Character Order: Two characters on the same side, taking the same basic action (both
melee, for example) may go in order of dexterity (DX), or however the players choose.
Initiative Ties: A tie on the
initiative roll signifies that all combatants from all sides go in order of their individual dexterity (DX) scores, regardless of the
combat sequence. DX ties imply true simultaneousness.
Stationary Position: Stationary (
melee,
missiles,
magic) combatants are not statue-still; they may move up to 5 feet before taking their action.
- Example #1: An archer steps forward 5 feet before shooting.
- Example #2: A spell caster steps 3 feet to the left before casting burning hands.
Multiple Attacks: Multiple attacks may be made together.
- Example: A dagger-wielding fighter with two attacks has won initiative against a trident-wielding lizard-man, so the fighter may take both attacks before the monster goes (unless the optional first strike rule is used, in which case the lizard-man goes first).
Delay Action: A combatant can
delay to the end of the initiative order or even the end of the round.
- Example #1: A spell caster wants to cast a command spell after all the caster’s allies have taken their actions. (A delay to the end of the initiative order.)
- Example #2: An axe hurler awaits the enemy’s advance, even though the axe hurler’s side won initiative. (A delay to the end of the round.)
Change Action: Changing an action requires referee approval. Switching a weapon is typically fine, but going from casting a spell to moving and firing a missile is not (in this author’s opinion). Likewise, changing an action based on initiative results is discouraged. If your character is on the winning initiative side and you have already declared that you were casting a spell (stationary), then asking to move up 15 feet before casting, just because you know the initiative results, is in poor taste. But the referee is the final arbiter in all such cases.
HYPERBOREA- A Role-Playing Game of Swords, Sorcery, and Weird Science-Fantasy