The combat system detailed here involves using side initiative rolls couple with speed adjustments per character based on weapons and activities. Weapon Speed Factors, Spell Casting Times, and Movement all affect the order of resolution of actions by PCs, NPCs, and creatures in an action encounter.
Action Rounds
Each round in this system is considered to be about twenty seconds in length. These rounds are shorter in duration than AD&D/OSRIC combat rounds and longer than OSE/BX combat rounds. Considering them to be a bit shorter or longer really isn’t likely to break anything in play, just alter the feel a bit. (I find the abstraction of all the fighting into 10-second rounds fails for me, especially with spell casting considered. If I have to consider finer points of timing during play, that short round puts me right out of the fantasy. On the other end, minute-long rounds also often put me out.)
Each participant is assumed to be involved in doing all the things that being involved in a fight can be expected: dodge, parry, shift, duck, feint, slash, stab, suck air, and so on. An attack is thus not a single attempt at striking an opponent. A loss of hit points is also not necessarily a measure of bodily damage, more a measure of loss of overall capacity to continue fighting. Movement is not necessarily an unbroken dash from one point to another. Action rounds are a bit chaotic and sloppy.
The Procedure for Action Rounds
A. Determine Surprise
B. Declare Action Intentions
C. Establish Initiative & And Action Segments
D. Play Out Segments
E. Morale Checks & Bookkeeping
Repeat steps B through E as needed to finish the action.
Determine Surprise
Once an encounter is indicated by placement or random roll, and the specifics of where each of the parties are located, how far apart, what conditions apply to sensory abilities, and all of that business, and there’s a chance that some action may be impending, then it must be determined if either (or any) of the parties involved is surprised. A surprised party is not immediately aware of the the other(s) and gets startled into awareness, which places the members a bit behind the surprising party on deciding what to do.
As PCs would not be aware of any other party if caught by surprise, the GM makes the checks for all parties involved in the encounter. Each party may be surprised or not, without reference to the other(s).
Roll a D6 for each party to check for Surprise. A roll of 1 or 2 on the die indicates the party is surprised and how long it will take to begin fully responding to matters, with a +1 or +2, respectively, applying to the Action Speed count for each member of a surprised party. If all parties are surprised, compare the numbers and subtract the lesser from the greater to find out the modifier to action, i.e., a roll of 1 and a roll of 2 result in the former being subtracted from the latter, resulting in one segment of surprise for the second group (a +1 to Action Speed).
Example 1: Two parties, the PCs on one hand and several bandits on the other, encounter each other. The dice result in rolls of 1 and 2, respectively. As both are surprised, the lesser is subtracted, resulting in the bandits being surprised for a segment. As the bandits are thus not fully aware of the PCs, the PCs may withdraw or hide and avoid having to deal with the bandits at all. If the PCs decide to engage the bandits, the bandits suffer a penalty of +1 to their Action Speeds.
Example 2: Three parties converge on a cavern at the same time. Surprise dice are rolled for each, resulting in two rolls of 1 and one roll of 2. This means that the two parties that rolled a 1 are aware of the others and able to act while the third party is still oblivious. If they all engage with the others, the third party suffers a penalty to Action Speed of +1.
[Note: a morale check may be required if one side is clearly overmatched on initial assessment.]
Declaration of Intent
All of the parties involved in the scene declare what their intentions are for the round. The GM will decide what all of the non-player actors want to do. The players will declare what they want their PCs, and any allies the players control, to do. If one side is surprised, it makes no declarations until after the unsurprised have declared intentions and begun acting.
These intentions guide what the character is doing and the speed at which they happen and is based on executing them without hesitation. Should a player decide to change a character’s course of action after the action commences, there may be a delay in the segment of action for the character because of the delay involved in changing intentions.
Each action selected for a character takes a bit of time to execute. The amount of time is measured in segments, with roughly ten segments each round. The length of a segment is not a discrete unit of time, however, as much as it’s a measure of activity that corresponds to time only roughly. The segment count for some rounds may exceed ten segments by a couple; some actions may end up happening in the following round if the first would be extended too far.
[Hmm. Make any extension of action automatically bleed over into next round? Could streamline things.]
Initiating Action
Once the issue of surprise has been sorted, if none of the parties involved have managed to get a jump on the others, then the ordering of engagement has to be sorted. Any surprised parties automatically lose the possibility of acting first, so Initiative need not be rolled. If there are at least two parties unsurprised, then Initiative must be checked.
The Initiative Check
One D6 will be rolled for each side involved in the action. The highest roll among the D6s wins initiative for that side; a tie in rolls means all actions are simultaneous with like actions in each segment. If more than two sides, the die rolls rank from highest to lowest, with order assigned accordingly.
The Segment Count
The segment in which any character or monster acts is determined by adding the Weapon Speed or Casting Speed and any modifiers. The resulting number corresponds to the segment the adjudication takes place.
A side that loses the Initiative Check adds a penalty of +1 per 2 pips on the roll by which it’s die rolled under the winning side’s die.
Example: Party A rolls a 5 for initiative and Party B rolls a 3.
Members of Party A act on the segments corresponding to their action speed. A fighter using a weapon of Spd 5 thus strikes in segment 5. A wizard casting a Spd 6 spell looses the spell in segment 6.
Members of Party B act on segments corresponding to their action speed +1. If the two characters above were in Party B, the fighter would strike in segment 6 and the wizard finish their spell in segment 8.
Multiple attack sequences: having multiple attacks indicates the combatant is quick enough, through natural ability or trained experience, to act more quickly. For beasts and monsters, their listed Attack Spds are used unaltered. For experienced fighters, the rounds in which additional attacks are available involve decreasing the Weapon Spd by 1 and acting on segments corresponding to multiples of that Spd.
Example: Erik the Bold now has 3 attacks every 2 rounds. He uses a weapon of Spd 5. In the rounds where he’s due a single attack, he operates with a Weapon Spd of 5. In the rounds he’s due 2 attacks, he operates as if his Weapon Spd is 4. If winning the Initiative Check in one of the latter rounds, he would attack in segment 4 and segment 8.
[Hmm. Weapon Specialization reduces Weapon Spd by 1 at all times?]
Action Speed
The Action Speed for a character relies on what the character is doing during the round and how they are doing it.
A weapon attack uses the Wpn Spd rating as Action Speed, along with any modifiers accrued.
A spell uses the Casting Spd as Action Speed, along with any accrued modifiers.
A move during the round adds segments to any other actions the character attempts. A full move involves two half-moves and doesn’t allow for any other actions.
Charge adds +4 segments*
Split-Move Attack adds +4 segments (and a penalty to attack checks)
Half Move adds +5 segments (and a penalty to attack checks)
A Stunt & Exploit has an Action Speed of 4 for each part of the combination; eg., the Spd for the stunt is 4 and then the exploit attempt comes 4 segments later
A Wait delay has action immediately after triggering event; e.g., “when somebody moves there” triggers action
Phase Order During Segments
Within a segment, the actions play out in the following phase order, the first side running through them, followed by the other side:
Movement
Missile
Magic
Melee
Morale
The side that won Initiative acts first (has actions adjudicated) in each segment before the other side. If Initiative is tied, the the phases become more important when comparing different actions.
This means that a spell that finishes during the segment will be unaffected by an arrow from the losing side, if one side has won Initiative. If Initiative is tied, however, and the sides are acting simultaneously, the arrow would arrive before the spell is finished.
[Hmm. Check to see if the caster gets the spell off before dying? A last gasp thing?]
A List of Actions
There are a great many choices which can be made for any random round of fighting, not all of which necessarily have to involve attempting to hurt a foe. The list of possible actions that follows includes the most common choices, though players may offer up unusual choices for the GM to adjudicate.
Delays
Wait: A character may try to delay further action after the First Action, putting the continuation of activity on hold, so to speak.
Parley: The character may try to shout over the burgeoning activity to get everybody’s attention and start, or continue, parleying between the parties. This can delay hostilities, with the segment count resuming only after the delay has played out.
Spectacle: The character may create a spectacle that interrupts the action by distracting most, or all, of the beings involved. A spectacle requires something that all involved can readily apprehend. It may be something they each believe to be a threat of some sort. It may be something that is disorienting.
Bait: The character may toss food or other items out before the foes to draw their attention away from the PCs or allies. Such baiting may provide a segment or two for taking flight, imbibing a potion, readying a weapon, or other quick activity.
Movement
Any character that plans on moving during the round has to declare the intent to move, to include the direction of movement.
Charge: Any intended charge attacks. The target of the intended charge must be within charging distance. A Counter-Charge against an announced Charge must also be announced. Note that charging distance can extend to a distance of both a Charge and Counter-Charge together.
*Charge timing can be affected by a Counter-Charge.
Shift: The character may shift position, if not actively engaged. A shift is aa repositioning within 10 feet of the beginning position.
Split-Move Attack: A split-move attack sequence involves a short move and an attack followed by movement after the attack. A character can move 1/3 of their movement rate in the movement portions.
Half-Move: The character moves half of their move allotment.
Withdrawal: The character may back away from the melee, attempting to take advantage of a lull in the opponent’s aggression. The opponent may move with the character and may be able to re-engage in melee.
Retreat: If the character is engaged with an enemy, the character may press the foe at +2, which, if successful, allows the character to forego damage and instead drive the foe back and provide the character with some space to back away without suffering an attack. Once clear, the character can scurry away from the fight.
Break & Run: A character failing a morale check (or a PC by choice) will simply try to flee without regard to the enemy. Such a character will suffer an immediate attack from the rear by an engaged foe. Any close foe that is free to move to the line of flight may attack the fleeing character, too, without bonus. Missile attacks may also be launched or hurled at the fleeing character.
Morale Check Due to Charge: If Charged by a dragon or other giant creature, all characters with fewer than 4HD must make a morale check immediately. The effects are applied immediately.
Missiles, Hurled or Launched
Pass-Through Fire: Missiles may be launched or hurled at foes moving around the melee scene close to the attacker.
First Fire: For multiple-attack routines
Second Fire: For multiple-attack routines
Etc., as needed
Split-Move Fire: The character may move, launch or hurl a missile, and then move again before the end of the round. The attack suffers a penalty of -2.
Artillery Fire: Any siege engines or similar contraptions may launch projectiles.
Missile and projectile effects are applied at end of the segment they are launched or hurled.
Magic (To include magical items)
By Item: Use of a wand, staff, or other item.
By Caster: A magic using character working a spell.
By Scroll: Casting from a scroll.
All spell effects are applied at end of the segment casting finished.
Melee
Weapon Attack: A chance to have significant effect using a weapon against a foe.
Unarmed/Body Attack: A chance to inflict harm without using weapons other than hands or feet via throws and locks and chokes and strikes.
Stunt Execution: Executing a maneuver intended to set up a later attack.
Exploit After Stunt: An attack following set up by a stunt that includes a special effect beyond simple damage.
All melee damage and special effects applied immediately. The other side’s damage and special effects are applied after their turn in the segment. It is possible, with tied Initiative, for a pair to combatants to kill each other.
Other Actions
Rally: Attempt to rally any close allies who have been shaken or broken due to a failed morale check.
Imbibe: Try to open and drink a potion from a vial or bottle.
Finish Activity: Try to finish an action that isn’t directly related to combat; e.g., picking a lock with melee happening close behind the character.
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