Sensuki
Arcane
Furthermore AD&D was phase-based, so making it turn-based was not a faithful translation.
2E isn't.
Furthermore AD&D was phase-based, so making it turn-based was not a faithful translation.
*gets out manual*
LOL so it is. We always used single initiative, roll D10 lowest wins.
I mean compared to how the combat rules are written in the 1st edition phb. But yes it's a better read, the art is also more evocative (if shit for the most part in the case of 2nd edition, I think most artists didn't even know they were illustrating a D&D book, like what the fuck is that crap with a wizard and a horse)Yeah those books are actually a fun read. Unlike the later editions.
[interview about PoE]
*gets out manual*
LOL so it is. We always used single initiative, roll D10 lowest wins.
Fuck you, separated stages for declaring and resolving actions is the best form of turn-based combat
d20/3e is trash
No you wouldn't declare you'd attack a square what sort of clairvoyance shit is that? You'd just adjust your movement if the target's action resolved first, it's not rocket scienceFuck you, separated stages for declaring and resolving actions is the best form of turn-based combat
d20/3e is trash
I don't see how you'd resolve it with grid based combat though. I can see it working with a more abstract 'blobber' type approach to combat, where you don't have exact positioning etc but on a grid based system you'd have to say 'i swing at this square' for example rather than 'i swing at x' because x may have decided to move concurrently with your action.
Stop playing videogames instead of ruining the hobby for everyone elseFirst, as most of the backers (including me) are concerned, we play these games as a hobby and a past-time, not as a full-time job. Increasingly, I find myself pulled at all directions when trying to manage my time in my busy life.
I don't see the issue
No you wouldn't declare you'd attack a square what sort of clairvoyance shit is that? You'd just adjust your movement if the target's action resolved first, it's not rocket scienceFuck you, separated stages for declaring and resolving actions is the best form of turn-based combat
d20/3e is trash
I don't see how you'd resolve it with grid based combat though. I can see it working with a more abstract 'blobber' type approach to combat, where you don't have exact positioning etc but on a grid based system you'd have to say 'i swing at this square' for example rather than 'i swing at x' because x may have decided to move concurrently with your action.
That's not how it works, why do you lie? Nobody plays anything like that, it doesn't even make sense. You attack a creature not a point in spaceI don't see the issue
No you wouldn't declare you'd attack a square what sort of clairvoyance shit is that? You'd just adjust your movement if the target's action resolved first, it's not rocket scienceFuck you, separated stages for declaring and resolving actions is the best form of turn-based combat
d20/3e is trash
I don't see how you'd resolve it with grid based combat though. I can see it working with a more abstract 'blobber' type approach to combat, where you don't have exact positioning etc but on a grid based system you'd have to say 'i swing at this square' for example rather than 'i swing at x' because x may have decided to move concurrently with your action.
Well, the simplest scenario is you're standing near to a mob. You say 'I move to location x (which is next to where the mob currently is) and attack the mob'. The DM meanwhile declares 'mob will move to y away from you'. Strictly speaking, if the mob's action resolves first then you end up standing at x and the mob at y, without you hitting it.
A reaction modifier might allow you to move to y but not hit the mob, as the DM rules that your character sees that the mob has moved and so automatically adjusts his action to be consistent with the action you originally declared.
I.e. its down to DM interpretation of how the resolution should occur. If you went with the strict interpretation of you only resolve exactly what you declared, then you end up in a situation where you have to anticipate how a higher initiative mob will act compared to your character.
That's not how it works, why do you lie? Nobody plays anything like that
Well, the simplest scenario is you're standing near to a mob. You say 'I move to location x (which is next to where the mob currently is) and attack the mob'. The DM meanwhile declares 'mob will move to y away from you'. Strictly speaking, if the mob's action resolves first then you end up standing at x and the mob at y, without you hitting it.
A reaction modifier might allow you to move to y but not hit the mob, as the DM rules that your character sees that the mob has moved and so automatically adjusts his action to be consistent with the action you originally declared. Or, he might allow you to adjust your move to y and hit the mob, because you can see the mob move first and your action is fully consistent with your original declaration.
I.e. its down to DM interpretation of how the resolution should occur. If you went with the strict interpretation of you only resolve exactly what you declared, then you end up in a situation where you have to anticipate how a higher initiative mob will act compared to your character.
Josh said:When I was designing a pen-and-paper Fallout game, the rules went through heavy revisions. I started out with something similar to the SPECIAL rules used in F3, but those proved to not be that great in a pen-and-paper environment.
In particular, combat felt very clunky and dumb. At the suggestion of Dave Maldonado, I switched the combat system over to a phase-based system like the one used in Necromunda: Move > Charge > Action. AP went away, but sequence was still very important. I reduced the overall damage range of weapons and made character skill more important. This allowed characters with thematic weapons (like revolvers) to be a little more viable. Ranged weapons, guns in particular, had their ranges severely truncated. The ranges weren't realistic, but they actually became meaningful on the hex mat.
The results were terrific. Combat went a lot quicker, people understood it more easily, and when people replayed the actual events of a battle, they seemed pretty sensible. I was very skeptical when Dave suggested it, but going phase-based helped a lot.
Josh ftw foreverJosh said:The thing I've always (and by always, I mean going back to the original Bard's Tale) disliked about phase-based combat is that selected actions often become impossible due events unfolding before that action occurs. This problem could be exacerbated in a party-based third-person view because positioning and movement are important. Some of that can be ameliorated with separate move and action phases.
In a Fallout tabletop game I ran, there was a move phase and an action phase (with a charge phase in between). Moves were performed in reverse initiative order, which added a nice element to the system. People still took individual turns as they came up, but the "wasted" move situation didn't come up often.
Yeah. A character who could move farther could still outpace someone, but the character acting "faster" (i.e. effectively reacting to the others) had more control over where he or she went relative to other characters. That combined with the charge phase prior to other actions allowed melee characters to be pretty well-balanced with the ranged characters.Reverse initiative as in you declare in reverse order so better initiatives can use everyone's already declared actions as a template? That sounds pretty cool.
Never seen this as a problem, tough luck your reaction times are too slowJosh said:The thing I've always (and by always, I mean going back to the original Bard's Tale) disliked about phase-based combat is that selected actions often become impossible due events unfolding before that action occurs. This problem could be exacerbated in a party-based third-person view because positioning and movement are important. Some of that can be ameliorated with separate move and action phases.
That last paragraph about actions being declared in reverse initiative order is how it works in Storyteller combat, I've always liked it too
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Josh ftw forever