Post by Art Teach on Oct 5, 2014 15:38:44 GMT -6
Before we get into any combat I wanted to post reminders about the 2 rule differences from RAW 5e combat. Please post any questions after this post.
Initiative: Initiative will be rolled as per RAW (rules as written) but initiative slots will be assigned as PC or GM slots. The first poster in a combat will then take the first PC slot. Second post will take the next PC slot. The GM will fill in the opponents actions as GM slots come up. This allows combat to flow without waiting for one particular PC to post first and let's the order of action flow and move a little. Players can state they want to reserve their action until another player acts or an opponent actions triggers their action.
For Example: The players Regdar, Lidda, Merril, and Carlos the Dwarf begin combat against 5 Kobold. We roll initiative and the is 2 PC moves, 1 GM moves, 1 PC moves, 3 GM moves, 1 PC move, and finally 1 GM moves.
Regdar posts first so takes the first slot.
Merril posts she wants to wait until a Kobold moves into range then shocking grasp the kobold.
Lidda post next to take the next action.
GM has a Kobold rush at Merril with a spear and attack.
This triggers Merril's action.
Three Kobold rush Redgar to attack.
Carlos posts and attacks.
The final GM Kolbold shaman casts healing on a kobold.
The next round Carlos posts first and will then be in the first PC slot.
This will keep the PbP moving because we will not be waiting for the players in initiative order to post first.
Extraordinary success: AC for all opponents will be posted at the start of combat. For PbP we will not make AC a secret. When an attacker rolls a success that is 5 greater than the needed the attacker may make a second attack roll at someone within range. Success of 10 or greater allows for 2 additional attacks. This includes the original opponent attacked. This replaces critical hits. The second attack may be replaced by a maneuver. The second and third attacks use regular critical hit rules and not extraordinary success. This rule allows players to quickly run through weaker opponents but also makes higher level rivals a little more deadly. For weapons with a long reload time the extra success may be used to shorten reload time. If the spell is only a one cast spell you may not attack with the same spell effect again. You must use another attack. If the attack is multi-use (cantrip) you may use the same spell again.
For Example: Regdar above attacks a Kobold. The Kobold has an AC13 and Regdar rolls a 24. He hits on the first attack drops that Kobold then takes his extraordinary success to make a move and attack another Kobold.
Again extraordinary success shortens combats between the PC and weaker opponents. It replaces critical hits for the first attack the player makes. Extraordinary success also works for skill checks allow the player to perform multiple simple actions.
Initiative: Initiative will be rolled as per RAW (rules as written) but initiative slots will be assigned as PC or GM slots. The first poster in a combat will then take the first PC slot. Second post will take the next PC slot. The GM will fill in the opponents actions as GM slots come up. This allows combat to flow without waiting for one particular PC to post first and let's the order of action flow and move a little. Players can state they want to reserve their action until another player acts or an opponent actions triggers their action.
For Example: The players Regdar, Lidda, Merril, and Carlos the Dwarf begin combat against 5 Kobold. We roll initiative and the is 2 PC moves, 1 GM moves, 1 PC moves, 3 GM moves, 1 PC move, and finally 1 GM moves.
Regdar posts first so takes the first slot.
Merril posts she wants to wait until a Kobold moves into range then shocking grasp the kobold.
Lidda post next to take the next action.
GM has a Kobold rush at Merril with a spear and attack.
This triggers Merril's action.
Three Kobold rush Redgar to attack.
Carlos posts and attacks.
The final GM Kolbold shaman casts healing on a kobold.
The next round Carlos posts first and will then be in the first PC slot.
This will keep the PbP moving because we will not be waiting for the players in initiative order to post first.
Extraordinary success: AC for all opponents will be posted at the start of combat. For PbP we will not make AC a secret. When an attacker rolls a success that is 5 greater than the needed the attacker may make a second attack roll at someone within range. Success of 10 or greater allows for 2 additional attacks. This includes the original opponent attacked. This replaces critical hits. The second attack may be replaced by a maneuver. The second and third attacks use regular critical hit rules and not extraordinary success. This rule allows players to quickly run through weaker opponents but also makes higher level rivals a little more deadly. For weapons with a long reload time the extra success may be used to shorten reload time. If the spell is only a one cast spell you may not attack with the same spell effect again. You must use another attack. If the attack is multi-use (cantrip) you may use the same spell again.
For Example: Regdar above attacks a Kobold. The Kobold has an AC13 and Regdar rolls a 24. He hits on the first attack drops that Kobold then takes his extraordinary success to make a move and attack another Kobold.
Again extraordinary success shortens combats between the PC and weaker opponents. It replaces critical hits for the first attack the player makes. Extraordinary success also works for skill checks allow the player to perform multiple simple actions.