Panda Bear
2014-04-06, 12:27 PM
Phases and Initiative
Since combat in the campaign is phase-based rather than turn-based, initiative is understood differently. As GM I will tabulate the average initiative score for the players versus the NPCs for each round of combat, and the side that has the higher average will be deemed to have the initiative for that round of combat. Completing a round of combat will result in a new initiative roll for each side going into the next round.
Players in a phase-based system announce how they want to move and act when they think of it rather than waiting for their turn. This means that players can declare their intentions in any order or discuss strategy as a group since their individual initiative scores as irrelevant. Once all decisions have been made, the phase can begin.
If players win the initiative, the NPCs' will reveal their movements and actions to the players. Players receive a tactical advantage by knowing what the NPCs will do, which will allow the players to counter and exploit the NPCs. If the players lose the initiative, the players will announce their moves and actions for the upcoming phase, and the NPCs will have the opportunity to counter and exploit the players.
Why phases and not individual turns?
There are a few reasons.
First, phases allow players to collaborate in a group strategy. You may have situations where a player chooses to try and crack a safe, so another player volunteers to defend his fellow player if any foes go to attack him. In the following phase the defending player will intercept any opponent that tries to attack the safe-cracking player. This isn't something that translates well in individual turn-based play.
Second, it speeds up combat. Players do not have to wait for their turn to state their decision. Instead the first responding player can declare he will do this or that, and the following players can build upon that initial decision or suggest alternatives. To speed up decision making, players can set up conditionals. For example, Player A may state that he will attack Opponent X if Players B and C attack Opponents Y and Z or that he will flee If Players B and C decide to flee as well, The phase will begin after the last responding player has declared his decision.
Third, phases allow for more realistic combat scenarios due to the fact that all character decisions are resolved simultaneously during the six-second round. Weapon speeds become important in deciding who strikes first. The difference in reach between weapons is realised as a song and dance as the 5' step becomes meaningless since both characters would get to take the 5' step at the same time. Attacks of opportunity are rendered obsolete.
First round
If there is an ambush or surprise round where there is 20' distance or more between parties, then the attacking side can use ranged weapons then move. The defending side can decide to use a ranged attack if and only if a crossbow has been readied in advance. The attacking side has priority attacks in ranged weapons.
If there is an ambush or surprise round where there is less 20' distance between parties, then the attacking side can use ranged weapons or melee weapons and move half the normal distance. The defending side can decide to use a ranged attack if and only if a crossbow has been readied in advance or a melee attack if and only if weapons have already been drawn. The attacking side has priority attacks in any case where melee weapon range is equal.
If there is no ambush or surprise round, then only range attacks from each side can be used in the first round. After the first round ends, then movement and attacking with any ranged weapon works.
Combat resolution
Both sides have their actions resolved simultaneously in a phase-based system. Attack priority is given to ranged weapons (when sides need to close distance) then 10' reach weapons (i.e. long melee) then 5' reach weapons (i.e. short melee).
Range
Ranged weapon attacks are always resolved before melee weapon attacks as priority attacks.
The combat participant cannot use an unreadied ranged weapon if he is within the attacking range a melee weapon user.
Reach
Same reach melee weapons (range vs range, long vs long, or short vs short) have combat resolve simultaneously (i.e. both attackers get attack rolls regardless of whether a received blow would incapacitate or kill them). Combatants with the same reach can choose to tie up the weapon of their opponent, but successfully doing so prevents either character from scoring a blow.
e.g. Two swordsman (5' reach) engage in combat. Their attacks are rolled simultaneously, which means that both are capable of injuring the other for that phase of combat.
Long melee weapons (10') get a prioritised attack against short melee weapons (5') if the latter tries to close the gap on the former in order to deal damage, i.e. if the short melee user tries to go from 10' away to becoming adjacent to the long melee user. If the long melee weapon user successfully strikes the short melee weapon user, then the short melee weapon user is assumed to not have closed the distance. If the long melee weapon user fails to strike, then the short melee weapon user is assumed to have closed the distance regardless of whether or not his attack lands.
e.g. A swordsman and a spearman move to engage in combat. The spearman will have his attack land with priority, which means that a successful attack will prevent an incoming attack from the swordsman and maintain the gap.
Once the short reach melee user closes the gap on, i.e. is now adjacent to, the long reach melee user, combat is now resolved according to melee weapon speeds at the 5' distance.
If there is a free space behind him, the user of a long melee weapon can choose to re-establish distance in combat with a short melee weapon user. The long melee weapon user takes defensive actions that round and cannot attack. The next round will re-establish the long melee weapon's priority attack over the short melee weapon.
e.g. A swordsman and a spearman are engaged in combat. The spearman chooses to re-establish distance and receives a +4 AC bonus that round while the swordsman is still able to attack. In the following round the spearman will have a priority attack over the swordsman due to the combat range.
Tying up two long melee weapon users allows a short melee weapon user to enter short melee combat range without requiring he dodge a blow.
Short melee weapon users do not need to evade an incoming blow to close the gap if there is no targeted attack from the long reach user against them.
Speed
Same speed melee weapons (slow vs slow, normal vs normal, fast vs fast, very fast vs very fast) have combat resolve simultaneously (i.e. both attackers get attack rolls regardless of whether a received would incapacitate or kill them).
A faster melee weapon will have a priority attack against a slower melee weapon.
e.g. A swordsman and a maceman are engaged in combat. The swordsman will have his attack land with priority, which means that an incapacitating attack will prevent an incoming attack from the maceman.
e.g. A swordsman and a halberdier are engaged in combat, which means that the halberdier has already had his reach priority attack on the swordsman executed in a previous round. The swordsman will have his attack land with priority, which means that an incapacitating attack will prevent an incoming attack from the maceman.
Combat maneuvers
Disarm, trip, and other combat maneuvers that affect opponent actions are treated as standard actions.
Disarm
Disarming an opponent means that the opponent drops his primary weapon. A standard action is required by the opponent to pick up the primary weapon again. Since weapons are used to direct the flow of combat, an unarmed opponent has a -4 AC modifier.
Disarming an opponent assumes that you have one of the following: a free hand (or two) to grab an arm and submit the opponent; an off-handed weapon designed to catch and torque a weapon out of an opponent's grip; a weapon that can hook onto the opponent's weapon; or completed a strike that hits the opponent's weapon hand.
Disarming an opponent completes as a priority action following a successful roll. The reach of a weapon is not treated as relevant to the success of a disarming, but the reach is relevant to the result of a failed disarming.
e.g. Swordsmen A and B are engaged in combat. One goes to disarm while the other attacks. If A's disarm is successful, then B's attack is not completed. If A's disarm is unsuccessful, then B's attack is completed.
e.g. Swordsmen A and B are engaged in combat. Both go to disarm each other. If both A and B have successful disarmings, then both A and B lose their weapons.
e.g. A Swordsman and a Spearman are not engaged in combat yet. The Spearman engages with a priority attack due to reach, but the Swordsman has elected to disarm. If the disarming is successful, the disarming is assumed to have superseded the attack.
e.g. A Swordsman and a Spearman are not engaged in combat yet. The Spearman engages with a priority attack due to reach, but the Swordsman has elected to disarm. If the disarming fails, the spearman's attack is completed and the swordsman has not closed the gap in combat.
Reorienting combat
Reorienting combat means that a character has manipulated where he and an opponent are standing. The character and his opponent can swap positions or be reoriented in 5' in any direction. This means that a character can manipulate an opponent with a reach weapon to being unable to re-establish distance due to being backed against a wall, or to expose him to an attack from behind by an ally.
Reorienting combat is an attack that doubles as a combat maneuver. One die is rolled for the maneuver and another is rolled for the attack. The reorienting character suffers a -2 to AC and a -2 to Attack Roll due to the complications in manipulating an opponent's footwork to a desired location.
Throws and Trips
Throwing or tripping an opponent means that the opponent is laying prone on the ground. A move action is required by the opponent to stand up again, which gives the attacker an automatic priority attack regardless of weapon speeds.
Throwing or tripping an opponent assumes that you have locked weapons and performed a manouevre with your body or that your weapon has a hook.
Throwing or tripping an opponent completes as a priority action following a successful roll.
Tying Up and Intercepting
Tying Up means a character with the same melee reach as an opponent to lock up weapons and prevent both characters from dealing damage that round. Successful rolls supersede any attack rolls. Failed rolls allow the opponent to roll a normal attack roll and penalize the attempting user a -4 AC modifier for that phase.
Tying Up allows a character to intercept an attack from an opponent directed at an ally within 5' of the character. A successful roll supersede the opponent's attack roll. A failed roll allows the opponent to attack the target of his choice normally, and penalizes the attempting character a -4 to AC.
e.g. Swordsman A and Halberdier B side-by-side in combat against Spearman C. Swordsman A chooses to attack, Halberdier B chooses to tie up Spearman C, and Spearman C chooses to attack Swordsman A. On a successful roll, Halberdier B will tie up the weapon of Spearman C and allow Swordsman A to close distance and attack in 5' range without having to evade a blow. On a failed roll, Halberdier B will suffer a -4 AC modifier for that phase. Since Spearman C chose to attack Swordsman A, Swordsman A now needs to evade a blow from Spearman C in order to close distance and attack in 5' range.
note: Halberdier B in the phase initiative can set up the conditional 'if Spearman C attacks me, attack back; if Spearman C attacks Swordsman A, tie up Spearman C's weapon instead'
Subsequent Rounds
Following the first round, combat occurs in the move-attack/full-round action model.
On the fifth round and every three rounds thereafter, both sides will roll for phase initiative.
Coup de Gras, Death and Incapacitation
When your character reaches 0 hit points or lower, he is deemed to be defeated and removed from combat. If a priority attack reduces a character to 0 hit points, the defeated character still completes his attack roll occur due to simultaneous combat. If a priority attack reduces a character to below 0 hit points, the defeated character is assumed to have been incapacitated by the priority attack and forfeits his own attack roll. If a character is reduced to 0 hit points or less by an attack with equal priority to his own (i.e. same speed and reach in weapons), then he will always complete his own attack roll before being defeated.
The opponent that defeats you can choose to perform a coup de gras for the next phase, which is a standard action. Priority actions like a faster attack, disarm or tying up from an ally are able to prevent an opponent from completing a coup de gras.
Dodging and Movement
A character's movement can grant him an advantage in combat if he has higher movement than his opponent. Since movement corresponds with fleetness of foot and encumbrance, it follows that a person unencumbered would have a better ability to dodge attacks due to less weight being negotiated by the dodging person. Every 5' of difference in movement speed grants the person with a higher movement speed a +1 dodging bonus to his AC.
e.g. Swordsmen A and B are engaged in combat. Swordsman A is unencumbered and has 30' movement. Swordsman B is encumbered and has 20' movement. Consequently Swordsman A has a +2 dodging bonus to his AC when facing attacks from Swordsman B.
Group Attacks
Group attacks can be performed when two or more characters attack a single opponent. The Fibonacci sequence, starting with 1 and 1, is used to calculate attack bonuses for the characters. This means that two characters attacking will each get +1 on their attack roll, three characters attacking will get +2 on their attack rolls, four characters +3, five characters +5, and so forth.
Since combat in the campaign is phase-based rather than turn-based, initiative is understood differently. As GM I will tabulate the average initiative score for the players versus the NPCs for each round of combat, and the side that has the higher average will be deemed to have the initiative for that round of combat. Completing a round of combat will result in a new initiative roll for each side going into the next round.
Players in a phase-based system announce how they want to move and act when they think of it rather than waiting for their turn. This means that players can declare their intentions in any order or discuss strategy as a group since their individual initiative scores as irrelevant. Once all decisions have been made, the phase can begin.
If players win the initiative, the NPCs' will reveal their movements and actions to the players. Players receive a tactical advantage by knowing what the NPCs will do, which will allow the players to counter and exploit the NPCs. If the players lose the initiative, the players will announce their moves and actions for the upcoming phase, and the NPCs will have the opportunity to counter and exploit the players.
Why phases and not individual turns?
There are a few reasons.
First, phases allow players to collaborate in a group strategy. You may have situations where a player chooses to try and crack a safe, so another player volunteers to defend his fellow player if any foes go to attack him. In the following phase the defending player will intercept any opponent that tries to attack the safe-cracking player. This isn't something that translates well in individual turn-based play.
Second, it speeds up combat. Players do not have to wait for their turn to state their decision. Instead the first responding player can declare he will do this or that, and the following players can build upon that initial decision or suggest alternatives. To speed up decision making, players can set up conditionals. For example, Player A may state that he will attack Opponent X if Players B and C attack Opponents Y and Z or that he will flee If Players B and C decide to flee as well, The phase will begin after the last responding player has declared his decision.
Third, phases allow for more realistic combat scenarios due to the fact that all character decisions are resolved simultaneously during the six-second round. Weapon speeds become important in deciding who strikes first. The difference in reach between weapons is realised as a song and dance as the 5' step becomes meaningless since both characters would get to take the 5' step at the same time. Attacks of opportunity are rendered obsolete.
First round
If there is an ambush or surprise round where there is 20' distance or more between parties, then the attacking side can use ranged weapons then move. The defending side can decide to use a ranged attack if and only if a crossbow has been readied in advance. The attacking side has priority attacks in ranged weapons.
If there is an ambush or surprise round where there is less 20' distance between parties, then the attacking side can use ranged weapons or melee weapons and move half the normal distance. The defending side can decide to use a ranged attack if and only if a crossbow has been readied in advance or a melee attack if and only if weapons have already been drawn. The attacking side has priority attacks in any case where melee weapon range is equal.
If there is no ambush or surprise round, then only range attacks from each side can be used in the first round. After the first round ends, then movement and attacking with any ranged weapon works.
Combat resolution
Both sides have their actions resolved simultaneously in a phase-based system. Attack priority is given to ranged weapons (when sides need to close distance) then 10' reach weapons (i.e. long melee) then 5' reach weapons (i.e. short melee).
Range
Ranged weapon attacks are always resolved before melee weapon attacks as priority attacks.
The combat participant cannot use an unreadied ranged weapon if he is within the attacking range a melee weapon user.
Reach
Same reach melee weapons (range vs range, long vs long, or short vs short) have combat resolve simultaneously (i.e. both attackers get attack rolls regardless of whether a received blow would incapacitate or kill them). Combatants with the same reach can choose to tie up the weapon of their opponent, but successfully doing so prevents either character from scoring a blow.
e.g. Two swordsman (5' reach) engage in combat. Their attacks are rolled simultaneously, which means that both are capable of injuring the other for that phase of combat.
Long melee weapons (10') get a prioritised attack against short melee weapons (5') if the latter tries to close the gap on the former in order to deal damage, i.e. if the short melee user tries to go from 10' away to becoming adjacent to the long melee user. If the long melee weapon user successfully strikes the short melee weapon user, then the short melee weapon user is assumed to not have closed the distance. If the long melee weapon user fails to strike, then the short melee weapon user is assumed to have closed the distance regardless of whether or not his attack lands.
e.g. A swordsman and a spearman move to engage in combat. The spearman will have his attack land with priority, which means that a successful attack will prevent an incoming attack from the swordsman and maintain the gap.
Once the short reach melee user closes the gap on, i.e. is now adjacent to, the long reach melee user, combat is now resolved according to melee weapon speeds at the 5' distance.
If there is a free space behind him, the user of a long melee weapon can choose to re-establish distance in combat with a short melee weapon user. The long melee weapon user takes defensive actions that round and cannot attack. The next round will re-establish the long melee weapon's priority attack over the short melee weapon.
e.g. A swordsman and a spearman are engaged in combat. The spearman chooses to re-establish distance and receives a +4 AC bonus that round while the swordsman is still able to attack. In the following round the spearman will have a priority attack over the swordsman due to the combat range.
Tying up two long melee weapon users allows a short melee weapon user to enter short melee combat range without requiring he dodge a blow.
Short melee weapon users do not need to evade an incoming blow to close the gap if there is no targeted attack from the long reach user against them.
Speed
Same speed melee weapons (slow vs slow, normal vs normal, fast vs fast, very fast vs very fast) have combat resolve simultaneously (i.e. both attackers get attack rolls regardless of whether a received would incapacitate or kill them).
A faster melee weapon will have a priority attack against a slower melee weapon.
e.g. A swordsman and a maceman are engaged in combat. The swordsman will have his attack land with priority, which means that an incapacitating attack will prevent an incoming attack from the maceman.
e.g. A swordsman and a halberdier are engaged in combat, which means that the halberdier has already had his reach priority attack on the swordsman executed in a previous round. The swordsman will have his attack land with priority, which means that an incapacitating attack will prevent an incoming attack from the maceman.
Combat maneuvers
Disarm, trip, and other combat maneuvers that affect opponent actions are treated as standard actions.
Disarm
Disarming an opponent means that the opponent drops his primary weapon. A standard action is required by the opponent to pick up the primary weapon again. Since weapons are used to direct the flow of combat, an unarmed opponent has a -4 AC modifier.
Disarming an opponent assumes that you have one of the following: a free hand (or two) to grab an arm and submit the opponent; an off-handed weapon designed to catch and torque a weapon out of an opponent's grip; a weapon that can hook onto the opponent's weapon; or completed a strike that hits the opponent's weapon hand.
Disarming an opponent completes as a priority action following a successful roll. The reach of a weapon is not treated as relevant to the success of a disarming, but the reach is relevant to the result of a failed disarming.
e.g. Swordsmen A and B are engaged in combat. One goes to disarm while the other attacks. If A's disarm is successful, then B's attack is not completed. If A's disarm is unsuccessful, then B's attack is completed.
e.g. Swordsmen A and B are engaged in combat. Both go to disarm each other. If both A and B have successful disarmings, then both A and B lose their weapons.
e.g. A Swordsman and a Spearman are not engaged in combat yet. The Spearman engages with a priority attack due to reach, but the Swordsman has elected to disarm. If the disarming is successful, the disarming is assumed to have superseded the attack.
e.g. A Swordsman and a Spearman are not engaged in combat yet. The Spearman engages with a priority attack due to reach, but the Swordsman has elected to disarm. If the disarming fails, the spearman's attack is completed and the swordsman has not closed the gap in combat.
Reorienting combat
Reorienting combat means that a character has manipulated where he and an opponent are standing. The character and his opponent can swap positions or be reoriented in 5' in any direction. This means that a character can manipulate an opponent with a reach weapon to being unable to re-establish distance due to being backed against a wall, or to expose him to an attack from behind by an ally.
Reorienting combat is an attack that doubles as a combat maneuver. One die is rolled for the maneuver and another is rolled for the attack. The reorienting character suffers a -2 to AC and a -2 to Attack Roll due to the complications in manipulating an opponent's footwork to a desired location.
Throws and Trips
Throwing or tripping an opponent means that the opponent is laying prone on the ground. A move action is required by the opponent to stand up again, which gives the attacker an automatic priority attack regardless of weapon speeds.
Throwing or tripping an opponent assumes that you have locked weapons and performed a manouevre with your body or that your weapon has a hook.
Throwing or tripping an opponent completes as a priority action following a successful roll.
Tying Up and Intercepting
Tying Up means a character with the same melee reach as an opponent to lock up weapons and prevent both characters from dealing damage that round. Successful rolls supersede any attack rolls. Failed rolls allow the opponent to roll a normal attack roll and penalize the attempting user a -4 AC modifier for that phase.
Tying Up allows a character to intercept an attack from an opponent directed at an ally within 5' of the character. A successful roll supersede the opponent's attack roll. A failed roll allows the opponent to attack the target of his choice normally, and penalizes the attempting character a -4 to AC.
e.g. Swordsman A and Halberdier B side-by-side in combat against Spearman C. Swordsman A chooses to attack, Halberdier B chooses to tie up Spearman C, and Spearman C chooses to attack Swordsman A. On a successful roll, Halberdier B will tie up the weapon of Spearman C and allow Swordsman A to close distance and attack in 5' range without having to evade a blow. On a failed roll, Halberdier B will suffer a -4 AC modifier for that phase. Since Spearman C chose to attack Swordsman A, Swordsman A now needs to evade a blow from Spearman C in order to close distance and attack in 5' range.
note: Halberdier B in the phase initiative can set up the conditional 'if Spearman C attacks me, attack back; if Spearman C attacks Swordsman A, tie up Spearman C's weapon instead'
Subsequent Rounds
Following the first round, combat occurs in the move-attack/full-round action model.
On the fifth round and every three rounds thereafter, both sides will roll for phase initiative.
Coup de Gras, Death and Incapacitation
When your character reaches 0 hit points or lower, he is deemed to be defeated and removed from combat. If a priority attack reduces a character to 0 hit points, the defeated character still completes his attack roll occur due to simultaneous combat. If a priority attack reduces a character to below 0 hit points, the defeated character is assumed to have been incapacitated by the priority attack and forfeits his own attack roll. If a character is reduced to 0 hit points or less by an attack with equal priority to his own (i.e. same speed and reach in weapons), then he will always complete his own attack roll before being defeated.
The opponent that defeats you can choose to perform a coup de gras for the next phase, which is a standard action. Priority actions like a faster attack, disarm or tying up from an ally are able to prevent an opponent from completing a coup de gras.
Dodging and Movement
A character's movement can grant him an advantage in combat if he has higher movement than his opponent. Since movement corresponds with fleetness of foot and encumbrance, it follows that a person unencumbered would have a better ability to dodge attacks due to less weight being negotiated by the dodging person. Every 5' of difference in movement speed grants the person with a higher movement speed a +1 dodging bonus to his AC.
e.g. Swordsmen A and B are engaged in combat. Swordsman A is unencumbered and has 30' movement. Swordsman B is encumbered and has 20' movement. Consequently Swordsman A has a +2 dodging bonus to his AC when facing attacks from Swordsman B.
Group Attacks
Group attacks can be performed when two or more characters attack a single opponent. The Fibonacci sequence, starting with 1 and 1, is used to calculate attack bonuses for the characters. This means that two characters attacking will each get +1 on their attack roll, three characters attacking will get +2 on their attack rolls, four characters +3, five characters +5, and so forth.