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1599 lines
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* * ******* *******
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* * ** * * *** * ***** * *
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* * * ** ** * * * * * * *
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* * * * * * * *** ***** * * *
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* * * * * * * * * * * * *
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* * ** * * **** * * * * *
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* * ******* *******
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-----------------------------------------------------------------
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THE REVISED COMBAT SYSTEM FOR ADVANCED DUNGEONS & DRAGONS
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by Kevin L. Seachrist
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kevster@brahms.udel.edu
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-----------------------------------------------------------------
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SECTION 0: DISCLAIMERS, TABLE OF CONTENTS, AND INTRODUCTION
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_________________________________________________________________
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_________________________________________________________________
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NOTE: You will need to view C2 in a fixed-width font for best results, or
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manually convert all tables (which originally appeared in MS Word
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format--email me to request it).
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Table of Contents: (*indicates a new section to the manual from the
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October original release)
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Part 0: Table of Contents
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Disclaimers
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Changing The System: An Argument
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Part 1: [A Phase-Based Round: Introduction To Phase System I]
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Basic Procedure Overview
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Basic Procedure Explained
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Part 2: [Advanced Rules]
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Spellcasting
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Psionics
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Physical Attacks (Melee And Missile Fire)
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Movement
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*Movement Option: Half-Segment Incremental Movement
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Miscellaneous Preparation
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Surprise
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Part 3: [Phasing Out The "Round": Phase Initiative System II]
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System II Initiative Roll
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System II Spellcasting
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System II Physical Attacks
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Part 4: [Phase System Supplemental Rules]
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Introduction: New Abilities, New Rules
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Critical Hit And Miss Tables I
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*Critical Hit And Miss II: Severity Rules
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(Includes Some Specialization)
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Part 5: [Combat II Magic System]
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Mana: Memorization Is For Keeps
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Spell Points: Mana System I
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Spell Slots Per Level: Mana System II
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Learning New Spells (And Forgetting Old Ones)
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Acknowledgments
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--disclaimers and such--
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This file is freeware, but may not be sold whole or in part for a
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profit in any form, published, or uploaded without the consent of the
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author. However, you may freely print and distribute Combat II and
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modify it for personal or gaming circle use.
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In order to fully understand and implement the system, you will
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need to have the PH and DMG at hand, as many specific rules and tables
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are still in effect under Combat II (in fact all rules not discussed
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herein are still viable). C2 is an enhancement and transformation of a
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combat system largely left unrevised since the "Advanced" was tagged to
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the "Dungeons & Dragons." Combat II is not a new game: existing
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modules, monsters, character kits, etc. can be easily updated to C2
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rules.
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---------------Standard TSR Disclaimer (for MPGN)----------------
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This item incorporates or is based on or derived from copyrighted
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material of TSR, Inc. and may contain trademarks of TSR. The item is
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made available via MPG-Net under license from TSR but is not authorized
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or endorsed by TSR. The item is for personal use only and may not be
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published or distributed except through MPG-Net or TSR.
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-----------------------------------------------------------------
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(No, this is neither MPGN nor TSR, but enough other house rules
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circulate via E-mail or usegroups to warrant C2's inclusion).
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Update: January 1995
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________________________________________________________________
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CHANGING THE SYSTEM: An Argument
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________________________________________________________________
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>From the First Edition rules on, a round has always contained three
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major components which cannot easily be reconciled on the same time
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scale: physical attacks, with Speed Factor (SF ); spellcasting, with
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Casting Time (CT); and movement, with movement bases and current speed
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(I'll use the abbreviation MV). The question of who begins and ends an
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action first could be answered easily when comparing similar actions (a
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CT 3 spell goes off before a CT 4, etc.) but not when dissimilar types
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of actions compete.
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How long is the time interval between CT 9 and one full round? In
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the mist-shrouded First Edition rules, the Casting Times were in
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SEGMENTS (6 seconds each, 10 per round), so a CT of 9 is one segment
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shy of a full round. The present rules eliminate segments, keeping the
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round as the sole (lengthy) unit of time measurement for a combat. The
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PLAYERS HANDBOOK now states that when no label is given next to the
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casting time, it represents the number added to a combatant's
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initiative roll, thereby keeping weapons and spells on the same
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relative time scale. However, despite SF's and other initiative
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modifiers which can exceed 10, the 2nd ed. PH never give a CT above 9,
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except for those measured in rounds or turns, suggesting that a CT of
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10 would in fact take a full round. Segments work fine for Casting
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Time, but weapon speeds cannot possibly be measured in 6-second
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intervals--how could multiple attacks or fire rates above 1/round occur
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for weapons with SF greater than 5? By this logic, Speed Factor and
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Casting Time are incompatible scales: almost all weapons SHOULD strike
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faster than most spells, particularly spells requiring close to the
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entire melee round to cast.
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As the 1st ed. rules had it, a weapon makes continual
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combinations of attack/ parry/ recover, but only one of its attack
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motions has a chance to pierce the opponent's defenses. What other
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explanation applies to an experienced swordsman who could conceivably
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make a slash or thrust almost every SECOND of a melee round? Casting a
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spell, on the other hand, requires intense concentration, and typically
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also calls for precise vocal inflections and body gestures. We already
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know that any physical or magical hit against the caster automatically
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foils the attempted spell once begun. Watch any Kurasawa samurai film,
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then ask yourself what a swordsman is assumed to be doing against a
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stationary spellcaster who cannot break concentration long enough to
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dodge a single blow. How many seconds does it take to cast a CT 9
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spell? More than is healthy.
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The initiative system suggested in the Player's Handbook adds an
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appealing, but problematic, random element to the issue of who does
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what and when, representing how either individuals or entire groups can
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determine and execute their actions a bit more quickly than their
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opponents. The combatant with the lowest d10 roll (with adjustments)
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attacks first, then the next lowest, etc., cycling back to the lowest
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again if any attacks per round remain. This begs the question of just
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how long a melee round should continue--for a finite period of time or
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until all combatants get a chance to do everything the rules tell them
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they can? Also, the d10 becomes more of a regulator of who goes first
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that is the strategic choice of spells or fast weapons.
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The present rules further assume all actions for the round are
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declared up front (no significant change of plans allowed) and all
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opponents are already within striking distance. What happens when an
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orc with a short sword (SF 3) needs to close 40' in order to hack a
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Longbowman (SF 8) who is already targeting the orc? What if a mage
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must wait for allies to clear an area before evoking a FIREBALL?
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Finally, what can combatants who attack quickly do while waiting for
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the round to end, beside stand still and defend?
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Under present 2nd ed. rules, movement is scarcely addressed. A
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warrior may move up to his full allowance in a round, but only if she
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foregoes all attacks. On the other hand, an archer may move up to half
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his allowance and still fire one arrow (p. 96). What if the warrior
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need only run half her movement allowance in order to engage in melee?
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If she is normally allowed two attacks, must she lose both? Outside of
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game constraints, she'd be slashing away the moment she closed.
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It's time these considerations were accounted for properly under
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combat rules. The old system did serve the purpose of keeping things
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simple, but it also forced the DM to make continual judgment calls
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concerning how much combatants could get away with in a round. What
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follows below is a system designed to combine a greater "realism" in a
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combat by reconciling the timescale discrepancies as much as possible,
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but without compromising smooth, rapid playability. The impact on the
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combat round will be immediate and far-reaching, creating a dynamic
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combat environment, placing a premium on battle tactics over lucky
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dice.
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________________________________________________________________
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________________________________________________________________
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SECTION 1:
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A PHASE-BASED ROUND: INTRODUCTION TO PHASE SYSTEM I
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________________________________________________________________
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________________________________________________________________
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A PHASE-BASED INITIATIVE SYSTEM: This system, and its variant
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Phase System II, assumes the use of miniatures for marking combatants'
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positions. It also assumes that the playing group seriously considers
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issues such as weapon or casting speeds in a round, rather than using a
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simple unmodified group initiative roll, which is faster, but less
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realistic and dynamic.
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A Phase System I round has a real-time beginning, middle, and end,
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though much can happen within it. The round is divided into several
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discrete opportunities for movement, melee and spell casting: the
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combat PHASES. Each phase permits a SLIGHT speed advantage to the
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side winning initiative for the round (the "winner" column vs. the
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"loser"). As you can see from Table 1, the phases are subdivided into
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HALF-SEGMENTS, a series of brief increments which helps distinguish
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slow attacks from fast ones. Casting Time SEGMENTS alternate between
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active and inactive half-segments depending on the caster's "winner" or
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"loser" initiative status: one caster can get the drop on the other
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even if their spells have the same CT, but a lower CT would
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automatically discharge faster.
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While the group of four phases allows several opportunities for
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casting, movement, and physical attacks, it is also unforgiving for
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missed or delayed action. As table 1 illustrates, in each phase of the
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first three phases a combatant may do ONE of the following:
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--move up to 1/3 MV (may accelerate/decelerate first)
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--make one attack (one per phase up to normal number of
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attacks per round)
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--begin to cast a spell, or continue casting one from a
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previous phase. Only one spell may be completed each
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round.
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--perform a brief miscellaneous action such as re-string a
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bow or gather material components.
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Therefore a combatant with one attack per round has three opportunities
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to make her attack before the round ends, but may still perform other
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actions in the remaining phases, including movement. A combatant with
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multiple attack routines may use whichever combination of eligible
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phases best suits his purposes, combining attack phases with movement
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phases, up one attack per phase. To return to the earlier example of
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the archer and the orc, if an orc must move into position , he has to
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wait until the next phase to actually swing an axe, while a stationary
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archer 40 feet away could wreck the monster's whole day before it takes
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a step. Along the same lines, a fighter with multiple attacks per
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round will still only have one attack opportunity during the round if
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he needs to spend the first two phases closing with the opponent
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instead of attacking.
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Built on the assumption that casting time is measured in portions
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of a round (i.e. 6-second segments) and weapon speeds are relative, the
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phase system gives a distinct advantage to both natural and fabricated
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weapons over spells with long casting times, effectively reducing the
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SF time for any physical attack to approximately three segments of CT
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or less. A caster choosing a 1-3 CT spell is therefore still
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formidable even in the midst of battle.
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TABLE 1: PHASE SYSTEM I: THE NEW COMBAT ROUND
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+--------+-----++--------+--------+------------+----------+
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| Phase | Half|| CT | CT | Melee/Move |Melee/Move|
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| | Seg || Winner | Loser | Winner | Loser |
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+========+=====++========+========+============+==========+
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| | 1 ||1 | * | SF < 2 | * |
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| +-----++--------+--------+------------+----------+
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| | 2 ||########|1 | SF 2-3 | SF < 2 |
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| +-----++--------+--------+------------+----------+
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| 1 | 3 ||2 |########| SF 4-6 | SF 2-3 |
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| +-----++--------+--------+------------+----------+
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| | 4 ||########|2 | SF 7-9 | SF 4-6 |
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| +-----++--------+--------+------------+----------+
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| | 5 ||3 |########| SF 10+ | SF 7-9 |
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| +-----++--------+--------+------------+----------+
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| | 6 ||########|3 |############| SF 10+ |
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+========+=====++========+========+============+==========+
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| | 7 ||4 1 | * | SF < 2 | * |
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| +-----++--------+--------+------------+----------+
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| | 8 ||########|4 1 | SF 2-3 | SF < 2 |
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| +-----++--------+--------+------------+----------+
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| 2 | 9 ||5 2 |########| SF 4-6 | SF 2-3 |
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| +-----++--------+--------+------------+----------+
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| | 10 ||########|5 2 | SF 7-8 | SF 4-6 |
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| +-----++--------+--------+------------+----------+
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| | 11 ||6 3 |########| SF 10+ | SF 7-8 |
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| +-----++--------+--------+------------+----------+
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| | 12 ||########|6 3 |############| SF 10+ |
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+========+=====++========+========+============+==========+
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| | 13 ||7 4 1 | * | SF < 2 | * |
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| +-----++--------+--------+------------+----------+
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| | 14 ||########|7 4 1 | SF 2-3 | SF < 2 |
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| +-----++--------+--------+------------+----------+
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| 3 | 15 ||8 5 2 |########| SF 4-6 | SF 2-3 |
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| +-----++--------+--------+------------+----------+
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| | 16 ||########|8 5 2 | SF 7-9 | SF 4-6 |
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| +-----++--------+--------+------------+----------+
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| | 17 ||9 6 3 |########| SF 10+ | SF 7-9 |
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| +-----++--------+--------+------------+----------+
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| | 18 ||########|9 6 3 |############| SF 10+ |
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+========+=====++========+========+============+==========+
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| 4 | 19 ||1 round |########|############|##########|
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| +-----++--------+--------+------------+----------+
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|endphase| 20 ||########|1 round |############|##########|
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+--------+-----++--------+--------+------------+----------+
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*: Indicates losing side must state intentions first.
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THAC0, ARMOR CLASS, AND DAMAGE: Attack rolls, chances to hit, and
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damage determination remain the same as standard 2nd Edition rules
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unless otherwise specified.
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________________________________________________________________
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BASIC PROCEDURE OVERVIEW:
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------------------------
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A. GROUP ROLL FOR INITIATIVE: Each group of characters rolls a d10,
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with the lowest roll winning initiative.
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B. INDIVIDUAL MODIFIERS: Each individual modifies group roll by
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Reaction Adjustment for DEXTERITY. A high dexterity may put a
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"loser" onto the winner's track, while a low DEX may do the
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opposite. "Winners" receive no further bonus, nor "losers" further
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penalties.
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C: PHASE 1 BEGINS: STATE INTENTIONS. Starting with initiative losers,
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each combatant must state if they intend to move, attack or cast,
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or engage in some miscellaneous activity. Winners may take this
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into consideration when stating their own intentions.
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D: DM BEGINS COUNTING HALF-SEGMENTS. All actions listed across row
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are simultaneous.
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E: CASTING/PHYSICAL ATTACKS: Read each half-segment row as the order
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of events for both initiative winners and losers. All actions on
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the same row are simultaneous and cannot preempt the completion of
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actions by other combatants that half-segment.
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F: MOVEMENT/ MISCELLANEOUS ACTION. Simultaneous, but resolve any
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conflicts by allowing initiative winners a slight advantage. See
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below for specifics of how movement is resolved.
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G: REPEAT FOR PHASES 2 AND 3.
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H: PHASE 4 (ENDPHASE): No movement. Complete all 1 round spells.
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I. NEW ROUND BEGINS.
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________________________________________________________________
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BASIC PROCEDURE EXPLAINED:
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-------------------------
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A. GROUP ROLL FOR INITIATIVE: Roll for each significant
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group. This system assumes a party generally fights as a
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group and moves roughly as a unit. From a DM's perspective,
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this is an attractive alternative to rolling separately for
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massive numbers of forces. If a party is separated on the
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battlefield by a significant distance, each subgroup may roll
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separately. In the case of a multi-sided attack, low roll is
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the initiative winner, all others are losers.
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B. INDIVIDUAL MODIFIERS: The rationale behind allowing
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individual modifiers is simple. Some combatants are not
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affected by the confusion or hesitation of a group, others are
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slower in getting started than a fast acting group.
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C: BEGIN PHASE. STATE INTENTIONS. In each phase, a combatant
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may do one of the following: begin a spell and/or finish a
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spell with less than 4 remaining CT units (assuming it was
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initiated earlier in the round), OR make one attack routine OR
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move up to 1/3 MV. Initiative loser state intentions first,
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allowing winners that split second chance to second guess
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their opponents and react accordingly.
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IMPORTANT: Each combatant planning to cast or attack must
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declare a target. The figures for combatants planning to
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move should be oriented prior to attack rolls.
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D: DM BEGINS COUNTING HALF-SEGMENTS: Both the DM and each of the
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players should have a copy of table 1 so they can readily
|
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follow the ongoing sequence and their characters' places in
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it. All actions read across the row are simultaneous. Speed
|
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factors are grouped in small ranges both to speed up the
|
|
sequence of attacks and to simulate the simple truth that few
|
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kills are instantaneous (a slightly slower weapon might still
|
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connect before the wielder dies).
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E: CASTING/PHYSICAL ATTACKS: The initiative losers declare
|
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whether or not they will begin a spell and also which
|
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opponents will be targeted for physical attacks. After they
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do so, the winner does likewise, adjusting to the loser's
|
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plans as necessary. As the DM begins to count off each half
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segment, casting begins and weapons make their respective
|
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wind-ups, with a slight speed advantage given to the
|
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initiative winners (refer to the winner/loser columns of table
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1). Initiative therefore becomes the ability to anticipate
|
|
the opponent, and to get a small but important lead in
|
|
actions, but not to gain the sudden ability to perform time-
|
|
consuming feats while the opponent stands and gawks. Killing
|
|
an opponent on a half-segment prior to the opponent's attack
|
|
preempts the attack.
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CALCULATING SPEED FACTOR: As per the Fighter's Manual and
|
|
the Player's Handbook, Adjusted Speed Factor is based on
|
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the following formula:
|
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(Base SF - Magic bonus - Style specialization)
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NATURAL ATTACKS: Look at table 2 for natural attack Speed
|
|
Factors based on size (these numbers are a modification of
|
|
initiative modifiers for size found in the Player's
|
|
Handbook, p. 94). These adjustments speed up the monsters
|
|
somewhat for natural attacks, but penalize them
|
|
appropriately for their ponderous size when using weapons.
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|
If the monster uses a weapon apart from its natural attack,
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|
always use the weapon SF instead, modified by the new size
|
|
adjustment for weapons. I recommend these size adjustments
|
|
affect PC's as well when they use weapons while ENLARGED or
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DIMINISHED.
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Table 2: Speed Factor Based on Size
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SIZE SF FOR NAT. ATT SF ADJ. FOR WEAPON
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Tiny 0 -1
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Small 2 -1
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Medium 3 0
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Large 6 +1
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Huge 8 +2
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Gargantuan 10 +4
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Speed Factor Modifiers: Table 55 of the PH may be directly
|
|
translated to speed factor modifiers (p.94).
|
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|
|
SIMULTANEOUS ACTIONS: All actions taking place on the same half-
|
|
segment are considered simultaneous--dying or other forms of
|
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incapacitation occur AFTER actions are performed. Declared
|
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targets may not be changed once the moment of impact has arrived,
|
|
though the action may be canceled; however, a checked swing or a
|
|
voluntarily interruption of a spell still constitutes an attack
|
|
or the casting for the round. All "to hit" rolls for attacks
|
|
against a particular target should precede damage calculation
|
|
(see Overkill rule below).
|
|
F. MOVEMENT: After attacks and spells have been resolved, all movement
|
|
is conducted for those who did not otherwise engage. In a phase,
|
|
each combatant may move up to 1/3 his current MV (a walking knight
|
|
with a 12 MV can move 4 per phase). All movement is, for the most
|
|
part, simultaneous, but if two or more combatants are attempting to
|
|
race towards the same goal at the same speed, a slight advantage
|
|
should go to the initiative winner.
|
|
G. REPEAT FOR PHASES 2 AND 3: The casting of long spells continues
|
|
according to the CURRENT phase's winner/loser track (beginning a
|
|
spell on the winner track does not guarantee casting it as a
|
|
winner). Note the second, third and fourth columns of CT times
|
|
within the CT tracks. If the spell is begun during the second
|
|
phase, its maximum CT cannot exceed 6, or 3 for the third phase.
|
|
The caster needs to plan accordingly.
|
|
H. PHASE 4 (ENDPHASE): 1 round spells are finished at this time. Units
|
|
are assumed already to be in final position for the round--no
|
|
movement or physical attacks are permitted.
|
|
|
|
Under the four phase round, combatants with multiple attacks per round
|
|
have three distinct chances to take their best shots, but movement
|
|
constraints may not allow them to do so. Furthermore, the advantage
|
|
given to the initiative winner is not an unfair one: a blindingly fast
|
|
weapon in the hands of an initiative loser is still faster than an
|
|
ungainly one wielded by the winner, but both are quicker than a CT of 4
|
|
or more--if a mage wants to cast long spells unmolested, he'd better
|
|
get behind the grunts.
|
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|
|
|
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_______________________________________________________________
|
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_______________________________________________________________
|
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|
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SECTION 2
|
|
ADVANCED RULES
|
|
_______________________________________________________________
|
|
_______________________________________________________________
|
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|
|
Now let's look at the system refined further with a few special
|
|
considerations.
|
|
|
|
A. SPELLCASTING
|
|
----------------
|
|
Only one successful casting per round is possible due to the necessary
|
|
time spent regaining concentration and allowing residual energy to
|
|
dissipate. If a caster physically attacks an opponent, he cannot cast
|
|
in the same round and vice-versa unless the spell requires a melee
|
|
attack (see Touch Spell rule below). Material components must be in-
|
|
hand at the beginning of a casting phase, or else one phase must be
|
|
spent readying them.
|
|
|
|
REPOSITIONING MOVEMENT: At the start of the phase prior to beginning a
|
|
spell, the caster may move a step or two (max. 10') but must then add 1
|
|
to CT.
|
|
|
|
TOUCH SPELLS: The actual touch may be attempted during the attack
|
|
portion of the next phase or later. If the touch attack occurs in a
|
|
subsequent round, however, it counts as the attack for the round (i.e.
|
|
no casting, no further attacks unless normally allowed more than one
|
|
physical attack).
|
|
|
|
MOVEMENT AND SPELLCASTING: A caster MAY shift position slightly (up to
|
|
10') while casting if the spell has no somatic component, but receives
|
|
no dexterity bonus towards AC during casting (he is NOT considered a
|
|
stationary target, though). If the spell requires no somatic
|
|
component, If the spell is designated to go off during the half-
|
|
segments corresponding to movement, the caster may not move at all that
|
|
phase if the spell has a somatic component. Initiative winners may
|
|
elect to release a spell before, after, or at midpoint of the loser's
|
|
movement. Losers automatically cast their spells at the end of all
|
|
movement. Winners casting spells at other winners do so at midpoint of
|
|
winner's movement.
|
|
|
|
CASTER TAKES DAMAGE: If a spell is being cast during the current phase,
|
|
the spell is ruined if the caster takes damage. The caster may then
|
|
defend and move for the remainder of the round but may not begin a new
|
|
spell. If the caster is hit PRIOR to the phase in which he will begin
|
|
a spell, the casting phase is not forfeited, but will be delayed one
|
|
extra phase if the caster fails a CON check.
|
|
|
|
HOLDING A SPELL: This is a rule option popular in my playing circle.
|
|
A caster may choose to temporarily contain the mystical energies of a
|
|
cast spell, effectively increasing the CT by one or more before
|
|
releasing the magic, perhaps allowing allies to clear the area or
|
|
opponents to enter it. The maximum hold time is 6 CT (roughly 2
|
|
phases) which may increase the effective casting time to over 10, which
|
|
puts the balance into the next round. If the caster takes a hit while
|
|
holding a spell, the spell is still ruined. If the spell is held into
|
|
the next round, it counts as that round's casting (no new spell may be
|
|
started). The caster may move freely while holding a spell.
|
|
|
|
|
|
________________________________________________________________
|
|
|
|
B. PSIONICS
|
|
-----------
|
|
Consider psionic actions as spellcasting with a CT of 1 unless
|
|
otherwise specified. Some psionic abilities enhance physical blows and
|
|
should allow subsequent physical attacks in later phases. Others
|
|
preclude physical engagement in the fashion of magic use. SPECIAL
|
|
OPTION: Tangents may be established at one per phase (our group allows
|
|
up to 3 per round instead of the normal two to allow the psionicist to
|
|
take advantage of contact next round).
|
|
|
|
|
|
________________________________________________________________
|
|
|
|
C. PHYSICAL ATTACKS ( MELEE AND MISSILE FIRE)
|
|
---------------------------------------------
|
|
REPOSITIONING MOVEMENT: Before a physical attack the combatant may
|
|
take a step or two (max. 10') but must then add 2 to his SF for that
|
|
phase.
|
|
|
|
RETARGETTING: If an intended target falls in melee during a half
|
|
segment PRIOR to the attacker's hit attempt (someone else took it out
|
|
first), the attack attempt may be delayed until a later phase, or a new
|
|
target WITHIN STRIKING DISTANCE may be declared in the same phase with
|
|
a +3 SF penalty to the attack.
|
|
|
|
OVERKILL: Few battlefield kills are instantaneous, let alone instantly
|
|
verifiable. If several allies are hammering away on the same opponent,
|
|
an extra blow or two might fall before they realize that the opponent
|
|
is dead. Therefore, targets may not be re-declared during the half
|
|
segment the attacker's hit attempt actually occurs (i.e., the weapon
|
|
has reached point of contact), nor may the attack be delayed until
|
|
later once the critical half-segment has arrived--the combatants do not
|
|
have enough time to ascertain that the opponent is already beginning to
|
|
slump. Again, to simplify this rule, all "to hit" rolls during a half-
|
|
segment, or at least all those directed against a single target, should
|
|
take place prior to damage rolls. If a combatant anticipates his buddy
|
|
will be more than a match for a wounded troll, perhaps he should move
|
|
on instead of wasting an attack. Feigning the gravity of one's wounds
|
|
suddenly becomes an attractive option.
|
|
|
|
MULTIPLE ATTACKS: Fighters and some monsters may be allowed to use
|
|
their weapons or physical attributes more than once in a combat round.
|
|
This does not imply that the combatant can attack faster; rather, given
|
|
that both natural and manufactured weapons are constantly in motion
|
|
seeking an opening anyway, he attacks BETTER. Instead of additional
|
|
attacks occurring at the end of the round, they may be made during the
|
|
attack portion of any later phase instead UP TO 1 ATTACK PER PHASE.
|
|
Should a creature actually be allowed a total number of attacks greater
|
|
than the total number of opportunities (i.e. more than 4), he may
|
|
double-attack within a phase, adding his weapon's SF to the half-
|
|
segment of the first attack. Fighters gain such a rapid attacking
|
|
capability when fighting creatures below 1 HD.
|
|
|
|
MULTI-PART ATTACK ROUTINE (including two-weapon style). Use the SF for
|
|
the slowest component if the SFs vary. Attacker must declare IN
|
|
ADVANCE a target for each component--including multiple attacks on the
|
|
same target. All attack components--including those aimed at a common
|
|
target--will follow-through within the same half-segment and therefore
|
|
may not be redirected even if the first part of the sequence kills the
|
|
target (see Overkill rule). There is no real reason given under the
|
|
AD&D rules why a two weapon routine should not mirror the simultaneous
|
|
strikes of a creature's claw/claw/bite sequence, which may be likewise
|
|
dependent on the first blow to help position an immediate follow-up
|
|
(like the boxer's one-two combination). Note that this rule also
|
|
breaks from the number of off-hand attacks allowed by the Player's
|
|
Handbook: each weapon may attack to the maximum applicable attacks per
|
|
round, but only in paired fashion (one part of the routine may not be
|
|
"saved" until later). The same rule applies to monsters with multi-
|
|
part routines--all attacks are made together, with unattempted
|
|
component attacks lost for that routine, perhaps for the round.
|
|
If the weapons used by a combatant yield different numbers of
|
|
attacks per round (perhaps she is specialized only with one of the
|
|
two), she may then attack with the favored weapon as a single-part
|
|
attack in a later phase.
|
|
Example: a 7th level fighter uses a long and short sword, but is
|
|
specialized only with the longsword. Her attacks per round are
|
|
therefore 2 and 3/2 respectively. She first attacks with both at a SF
|
|
of 5--the longsword's, which is slower by 2--and in a later phase
|
|
attacks with longsword only, also at SF 5. Next round she would get
|
|
two attacks with the short sword, so she could make two paired
|
|
attacks.)
|
|
|
|
OPTION: Separate distinct attack forms, such as paired claws from a
|
|
bite, so that a creature may best position itself for each
|
|
component attack. The creature may only use one attack form per
|
|
phase, or, if the number of forms exceeds three (such as with a
|
|
dragon or tarrasque) no more than two per phase. This option is a
|
|
bit trickier to moderate but more realistic. Keep in mind that
|
|
like-attacks as part of a form are still simultaneous (i.e. both
|
|
wing buffets, both horns, both claws)
|
|
|
|
STATIONARY, DEFENSELESS TARGET: A defenseless target unable to move
|
|
out of the way of a blow is at +4 to its AC, receives no dexterity
|
|
bonus, and may be attacked each phase. This category includes
|
|
spellcasters when invoking magicks requiring somatic components.
|
|
|
|
________________________________________________________________
|
|
|
|
D. MOVEMENT
|
|
------------
|
|
After attacks have taken place, a combatant may move up to 1/3 of his
|
|
current MV IF unimpeded by opponents (see withdrawing / fleeing rules
|
|
below).
|
|
|
|
CLOSING MOVEMENT: If a combatant comes within melee striking distance
|
|
of the opponent (typically within 5' or so), the opponent may choose to
|
|
withdraw or flee but may not continue to move away normally (he instead
|
|
engage, of course). An exception to this would be parallel movement
|
|
coupled with simultaneous attacks, such as by two mounted figures
|
|
engaged while riding in the same direction.
|
|
|
|
WITHDRAWING / FLEEING: As with the existing rules, a retreating
|
|
character must further cut movement to 1/3 MV base in order to withdraw
|
|
from combat (making a 12 MV into just over 1 per phase). A FLEEING
|
|
combatant may make a normal move, but is still a ripe target for a free
|
|
attack. EXCEPTION: the initiative winner may outrun the free attack
|
|
if the opponent has struck earlier in the SAME PHASE and has a MV no
|
|
greater than the one fleeing (the opponent was a bit off balance from
|
|
the last swing and the winner sees the opportunity to scram). Of
|
|
course, the loser is free to pursue. If another party member can
|
|
interpose himself, a combatant may flee unmolested.
|
|
|
|
CHANGE OF CURRENT MV: At the beginning of the movement phase, a
|
|
combatant may announce a speed change. The change is effective
|
|
immediately, though it must be within the proportional limits listed
|
|
below:
|
|
|
|
ACCELERATION: Movement from standstill to walking speed (base MV) is
|
|
automatic. Additionally, a combatant may further accelerate up to 2x
|
|
base MV per phase (reaching maximum movement of 5x MV in two phases).
|
|
Apply the new rate immediately, after using PH rules for chances for
|
|
success based on Strength (p. 120). Constitution checks are made each
|
|
round, based on top speed attained during the round.
|
|
DECELERATION: A character moving at any speed may decelerate by 2
|
|
factors immediately, and may come to a full stop by the end of a phase.
|
|
If, after the 2 factors have been subtracted from current MV, the
|
|
combatant is still moving at an accelerated rate, he must move at least
|
|
half his current MV per phase due to momentum. If the runner wishes to
|
|
slow in a shorter space, he must roll vs. dexterity with a -1 penalty
|
|
for every 10' of slowdown distance he wishes to reduce, or fall prone
|
|
for 1d4 phases (no attacks, no dexterity bonus, opponents receive +4
|
|
bonus to hit the fallen figure). Example: a human character running
|
|
full speed (base 12 x 5 = MV 60 or 20 per phase) wants to slow to a
|
|
walk. She subtracts two factors of movement immediately, slowing to
|
|
36, or 12 per phase. She must move at least 6 (half of 12) during the
|
|
phase and may then safely stop or slow to walking. If she wishes to
|
|
"stop on a silver piece," she must pass a DEX check at -6.
|
|
|
|
CHARGING: This is a special attack form taking place during the
|
|
movement portion of a phase after attacks are normally already
|
|
resolved. Several considerations must be made:
|
|
--The combatant must announce a charge and target at the
|
|
beginning of a phase.
|
|
--He may not attack during the normal attack portion in order to
|
|
ready his weapon.
|
|
--The attacker must be facing in the approximate direction of the
|
|
target prior to movement, and must accelerate or already be
|
|
accelerated to effectively charge (minimum of jogging speed,
|
|
or base MV x 2).
|
|
--After reaching the target and making the hit attempt, the
|
|
attacker must continue to move past the target the full
|
|
remaining movement for the current phase, but may then slow
|
|
to base speed or less if desired. The exception to this is
|
|
if the charging character actually seeks to barrel headlong
|
|
into the opponent, causing each to make both a Dexterity and
|
|
Strength check to avoid falling, perhaps falling together.
|
|
The charger may also attempt a rapid slowdown with the
|
|
chances described above under "Deceleration."
|
|
--The opponent is allowed a simultaneous return swing if he has
|
|
stated that he is readying his weapon to receive an attacker
|
|
in lieu of actually attacking this phase (see below).
|
|
Otherwise the attacker rolls for damage and applies it
|
|
BEFORE the defender can respond (perhaps killing him before
|
|
he can do so).
|
|
--A defender may not respond if it has already attacked within
|
|
the phase or met its maximum number of attacks per round.
|
|
--The attacker loses AC bonus from Dexterity while charging, but
|
|
gains -2 bonus if mounted.
|
|
--Since the charging attack takes place during movement, the
|
|
opponent's own movement may have an impact on the success of
|
|
the charge. Evasion is an attractive foil to a charge.
|
|
--A thief may make a charging backstab if previously unnoticed
|
|
and if he makes a successful "move silently" check.
|
|
|
|
EXAMPLE: a mounted paladin charges a troll. The horse is spurred
|
|
to triple movement--48--in order to reach the troll within the
|
|
phase. The paladin will cover 180 yards during the phase. The
|
|
troll is only 130 yards away, so the paladin must overrun his
|
|
target by the full remainder of his movement (180 - 130 = 50
|
|
yards) because of momentum. Since he spent the attack portion of
|
|
the phase readying the lance, he attacks at the moment he closes.
|
|
if the troll survives, it gets to counterattack before the paladin
|
|
moves out of range--only if it has not yet attacked this phase.
|
|
note also that the troll would receive its normal movement during
|
|
the phase, and so might make a judicious decision however unlikely
|
|
for a troll to get out of the way.
|
|
|
|
SETTING WEAPONS/READYING DEFENSE: In lieu of attacking for a
|
|
particular phase, the combatant may choose to stand his ground or lay
|
|
in wait for the arrival of an opponent. During the movement phase, the
|
|
opponent is subject to attack as soon as he moves into a defended area
|
|
if he is accelerated, caught unaware, or unable to respond. Normal
|
|
unconcealed closing movement between combatants receives no special
|
|
readying bonus--the exchange of blows takes place as normal in the next
|
|
phase. The following are considered a readied defense/set weapon:
|
|
--covering a small area such as a path, an open doorway, etc., with
|
|
a missile weapon. Likely to be caught unaware by the sudden
|
|
missile fire, the opponent may only respond AT ALL if he has a
|
|
missile ready also, and may only complete movement if he
|
|
passes a surprise check. Even so, the combatant covering the
|
|
area shoots or throws first.
|
|
--setting the butt of a polearm against an unyielding surface to
|
|
receive a charging creature (does bonus damage if successful).
|
|
--taking a stand with weapon poised to attack a charging/swooping
|
|
figure (any weapon will do). The speed factor is considered
|
|
to be already counted as part of the readying, so the attack
|
|
occurs as soon as the foe closes.
|
|
--Ambush preparation: This form has its own special considerations.
|
|
The opponent will ideally enter the area unaware, therefore he
|
|
must pass a surprise check in order to counterattack. Note
|
|
that if a battle begins with an ambush scenario, use the rules
|
|
for Surprise instead (see below): the ambush is then
|
|
considered as occurring in the attack portion of the first
|
|
combat phase with all ambushing weapons striking with an SF 1.
|
|
|
|
A ready state may be maintained from phase to phase until an
|
|
attack is made.
|
|
|
|
EXAMPLE: in the previous example of the paladin and troll, the
|
|
beast would have been able to simultaneously attack regardless of
|
|
whether or not the paladin's lance killed it if it poised itself
|
|
to receive the charge instead of attacking another target. Since
|
|
the paladin needed to state charging intentions during the attack
|
|
portion of the phase, the dm might rule that the troll could
|
|
figure out where the shiny human and horsy were heading).
|
|
|
|
|
|
MOVEMENT OPTION: HALF-SEGMENT INCREMENTAL MOVEMENT: Movement can get
|
|
confusing under my "everybody who gets to move moves at the same time"
|
|
present suggestion. While playtesting the system, one player claimed
|
|
his PC could safely reach cover before the obviously casting enemy
|
|
priest could have gotten off the spell, but because movement is done
|
|
last in the phase, the PC got whammied. We took another look at things
|
|
and came up with the following.
|
|
|
|
Movement occurs in 10' units divided evenly over each of the half-
|
|
segments of a phase. See the chart below. I call the listed units
|
|
"squares" after the markings on our battlemat, but miniatures aren't
|
|
restricted in direction of moves (i.e. any angle is possible, and we
|
|
usually settle for a reasonable guess rather than measuring each
|
|
increment of movement. Spell or Missile Range is another matter, often
|
|
requiring precision).
|
|
|
|
This way takes longer for combats involving many participants, but
|
|
offers precise location of figures as the fight would naturally
|
|
progress. If precise movements aren't necessary, move figures their
|
|
full movement during the last half-segment of each phase, just to speed
|
|
things up.
|
|
|
|
Again, with the exception of a charging attack or short repositioning
|
|
movement, a combatant MAY NOT move and attack (by weapon or spell) in
|
|
the same phase.
|
|
|
|
TABLE 3: MOVEMENT CONVERSIONS
|
|
|
|
MV: Current movement per round.
|
|
sq./phase: Total movement allowed per phase--may not be exceeded
|
|
regardless of half-segment movements
|
|
max sq./half-seg: combatant may not exceed this amount in a single
|
|
half-seg, and must move at least the previously listed minimum in
|
|
order to maintain speed.
|
|
|
|
MV sq./phase max sq/half-seg
|
|
--- --------- ---------------
|
|
3 1 1 (min 0)
|
|
6 2 1
|
|
9 3 1
|
|
12 4 1
|
|
15 5 1
|
|
18 6 1 (min 1)
|
|
21 7 2
|
|
24 8 2
|
|
27 9 2
|
|
30 10 2
|
|
33 11 2
|
|
36 12 2 (min 2)
|
|
39 13 3
|
|
42 14 3
|
|
45 15 3
|
|
48 16 3
|
|
51 17 3
|
|
54 18 3 (min 3)
|
|
57 19 4
|
|
60 20 4
|
|
63 21 4
|
|
66 22 4
|
|
69 23 4
|
|
72 24 4 (min 4)
|
|
etc.
|
|
________________________________________________________________
|
|
|
|
E. MISCELLANEOUS PREPARATION
|
|
--------------------------------
|
|
By foregoing the attacks and movement, a combatant may do one of the
|
|
following:
|
|
--sheath a weapon and draw another (DROPPING one and drawing
|
|
another is allowed as part of an attack, with a delay of +3
|
|
SF).
|
|
--ready material components or other items about the combatant's
|
|
person.
|
|
--re-string a bow (if string is already in hand).
|
|
--set a weapon to receive a charge or otherwise ready it in
|
|
anticipation of a foe.
|
|
--take a moment to survey the ensuing battle and plan a course of
|
|
action.
|
|
Some actions may be performed while moving, at the DM's discretion.
|
|
Both players and DM's need to apply common sense to when such
|
|
preparations are allowed and how long they will take to perform. Can
|
|
an archer re-string a bow if an enemy has already closed? Not likely.
|
|
|
|
________________________________________________________________
|
|
|
|
F. SURPRISE
|
|
------------
|
|
The idea of a surprised individual standing dumbfounded for an entire
|
|
round is unlikely, barring some sudden bump on the noggin. Under the
|
|
phase system, a surprised individual loses one full phase, and
|
|
combatants moving up to a surprised individual may attack at the
|
|
completion of their movement, rather than leading off the phase with an
|
|
attack as normal. In the event of an ambush occurring during a combat,
|
|
the bushwhacked combatant must pass a surprise roll in order to return
|
|
the attack. This rule adds an interesting twist to a combat round:
|
|
surprise can occur at any time, should a sudden change of events occur.
|
|
The surprised individual is taken aback for a moment while those around
|
|
him adjust to the new circumstances more readily. A caster should gain
|
|
a +1 to die rolls if currently in the midst of an incantation due to
|
|
the mental focusing involved in casting.
|
|
________________________________________________________________
|
|
|
|
And so we see how the phase system of initiative modifies the combat
|
|
round. The phases place time constraints on the wide array of possible
|
|
actions within a one-minute period, and keep in perspective the
|
|
difference between methodical incantation, rapid weapon strokes, and
|
|
time-consuming movement through hostile areas. In the form just
|
|
presented, this system may be incorporated into existing campaigns
|
|
without a substantial reconsideration of how combat operates. In the
|
|
final section below, I introduce a much more radical departure from the
|
|
traditional combat "round". For Phase System II, combat is divided
|
|
into phases only, not rounds, and actions such as casting complex
|
|
spells may be begun in any phase. Number of attacks per round
|
|
translates to phase delays between attacks.
|
|
|
|
|
|
________________________________________________________________
|
|
________________________________________________________________
|
|
|
|
SECTION 3:
|
|
PHASING OUT THE "ROUND": PHASE SYSTEM II
|
|
________________________________________________________________
|
|
________________________________________________________________
|
|
|
|
|
|
This departure from the traditional combat round began with a
|
|
nagging question my players frequently posed regarding their
|
|
spellslingers: "What if Finchfingle Fuschafeather wants to cast a long
|
|
spell in the middle of a round? Why should he have to stand there
|
|
until the next round begins?" What would impede a caster from
|
|
beginning any spell at any time? In both real-world battles and their
|
|
fictional counterparts, no bell sounds to signal the end of a "round."
|
|
Combat is a continuous frenzy of possible actions unnecessarily limited
|
|
by one-minute dividers.
|
|
The idea of continuous, or rolling, combat is far from
|
|
incompatible with the current system. The phase sequence for System II
|
|
is pared down to a continuous cycle of 3 identical phases with letter
|
|
designations A, B, and C. Actions such as movement and casting may
|
|
"spill over" into the next phase--and those continuing beyond the end
|
|
of phase C are picked up in the next phase A, and so forth until the
|
|
battle ends. Opportunities for physical and spell attacks are not
|
|
lost or inordinately delayed because the combatant is out of position
|
|
at the beginning of the round: he attacks as soon as he is able.
|
|
Any three consecutive phases are equivalent to one round for
|
|
purposes of marking duration (of spells or various other effects). As
|
|
with System I, each phase allows a combatant to attack, move, cast, or
|
|
perform a miscellaneous action. After an attack is performed, the
|
|
combatant must wait a certain number of phases (typically 2) before
|
|
again attacking or casting, though other actions may be performed. In
|
|
the case of physical attacks, this delay represents the time necessary
|
|
for combatants to find the next opening in the opponents' defenses--no
|
|
weapon is motionless however. For spellcasters, the phase delay equals
|
|
the time needed to regain composure in the aftermath of containing and
|
|
manipulating powerful magical energy. TABLE 4: PHASE SYSTEM II:
|
|
CONTINUOUS COMBAT
|
|
|
|
+--------+-----++--------+--------+------------+----------+
|
|
| Phase | Half|| CT | CT | Melee/Move |Melee/Move|
|
|
| | Seg || Winner | Loser | Winner | Loser |
|
|
+========+=====++========+========+============+==========+
|
|
| | 1 || C | * | SF < 2 | * |
|
|
| +-----++--------+--------+------------+----------+
|
|
| | 2 ||########| C | SF 2-3 | SF < 2 |
|
|
| +-----++--------+--------+------------+----------+
|
|
| A | 3 || C |########| SF 4-6 | SF 2-3 |
|
|
| +-----++--------+--------+------------+----------+
|
|
| | 4 ||########| C | SF 7-9 | SF 4-6 |
|
|
| +-----++--------+--------+------------+----------+
|
|
| | 5 || C |########| SF 10+ | SF 7-9 |
|
|
| +-----++--------+--------+------------+----------+
|
|
| | 6 ||########| C |############| SF 10+ |
|
|
+========+=====++========+========+============+==========+
|
|
| | 1 || C | * | SF < 2 | * |
|
|
| +-----++--------+--------+------------+----------+
|
|
| | 2 ||########| C | SF 2-3 | SF < 2 |
|
|
| +-----++--------+--------+------------+----------+
|
|
| B | 3 || C |########| SF 4-6 | SF 2-3 |
|
|
| +-----++--------+--------+------------+----------+
|
|
| | 4 ||########| C | SF 7-9 | SF 4-6 |
|
|
| +-----++--------+--------+------------+----------+
|
|
| | 5 || C |########| SF 10+ | SF 7-9 |
|
|
| +-----++--------+--------+------------+----------+
|
|
| | 6 ||########| C |############| SF 10+ |
|
|
+========+=====++========+========+============+==========+
|
|
| | 1 || C | * | SF < 2 | * |
|
|
| +-----++--------+--------+------------+----------+
|
|
| | 2 ||########| C | SF 2-3 | SF < 2 |
|
|
| +-----++--------+--------+------------+----------+
|
|
| C | 3 || C |########| SF 4-6 | SF 2-3 |
|
|
| +-----++--------+--------+------------+----------+
|
|
| | 4 ||########| C | SF 7-9 | SF 4-6 |
|
|
| +-----++--------+--------+------------+----------+
|
|
| | 5 || C |########| SF 10+ | SF 7-9 |
|
|
| +-----++--------+--------+------------+----------+
|
|
| | 6 ||########| C |############| SF 10+ |
|
|
+========+=====++========+========+============+==========+
|
|
|
|
*Indicates losing side must state intentions before winner.
|
|
C: Indicates active half-segment of casting. Subtract 1
|
|
from the Total CT
|
|
|
|
Most of the rules for Phase system I apply to system II, with the
|
|
following exceptions:
|
|
|
|
A: SYSTEM II INITIATIVE ROLL
|
|
---------------------------------
|
|
|
|
Roll for initiative at the beginning of each A phase. Initiative
|
|
determinations remain in effect through the end of phase C. This is
|
|
the closest this system comes to marking off new rounds. Since actions
|
|
or sequences of actions need not be contained in a round, the
|
|
occasional problem will arise of a combatant gaining his first attack
|
|
as an initiative winner and the second as a loser if it occurs during
|
|
or after the next A phase. Similarly, a caster may begin a long spell
|
|
as a winner and end on the loser schedule. Such are the uncertainties
|
|
of war--these delays represent merely a moment's hesitation.
|
|
|
|
|
|
B. SYSTEM II SPELLCASTING
|
|
-----------------------------
|
|
As previously stated, casters gain the advantage of being able to start
|
|
long spells at the beginning of any phase, and may continue for the
|
|
appropriate number of CT segments. If a spell has a one round CT (10
|
|
seg) it goes off after all other actions (including movement) at the
|
|
end of the third phase of casting.
|
|
|
|
SPELL DURATION: One complete cycle of three phases equals one round.
|
|
Spells remain in effect until the end of the appropriate phase
|
|
(example: if a spell cast in phase B lasts one round, it expires at the
|
|
end of the next phase B after all movement and combat has been
|
|
resolved). This system thereby allows greater precision in determining
|
|
how long lasts.
|
|
|
|
CASTING DELAY: Upon completion of a spell, the caster must wait two
|
|
phases before casting again or attacking physically. This represents
|
|
the time necessary for residual magic energies to dissipate from his
|
|
person, and for the caster to regain composure. During this time the
|
|
caster may certainly gather new spell components or perform other non-
|
|
attack actions.
|
|
|
|
Optional Rule: Some players may argue that this version of the phase
|
|
system treats casters unfairly, particularly since they will only
|
|
maintain a one spell per round pace if their spells are less than four
|
|
segments (i.e. the whole spell may be cast in a single phase, followed
|
|
by a two phase delay). One way to counter this limitation is to allow
|
|
the delay between spells to decrease at higher levels, much like the
|
|
weapon delay factor for fighters-- the difference being that the attack
|
|
itself (the spell) may take more than one phase to perform.
|
|
|
|
TABLE 5: CASTER DELAY SCHEDULE
|
|
|
|
CASTER LEVEL DELAY SCHEDULE
|
|
1-6 cast spell, delay 2 phases
|
|
7-12 cast spell, delay 1 phase
|
|
13+ cast spell, cast spell, delay 1 phase
|
|
|
|
Example: a 10th level caster begins a CT 5 spell on phase C. Three of
|
|
its casting segments occur in C, but it is not completed until A. The
|
|
caster delays only during phase B (being 10th level), then can begin
|
|
casting again on phase C.
|
|
|
|
A caster using 1-3 segment CT spells would effectively cast more than
|
|
once per "round" at higher levels, giving fighters even more incentive
|
|
to close quickly, or else polish up on missile weapon skills. This
|
|
enhancement to spellcasting more than compensates for the advantage
|
|
given to weapons within a particular phase. If either a priest or mage
|
|
wishes to physically attack after casting, the delay is automatically 2
|
|
phases.
|
|
|
|
C. SYSTEM II PHYSICAL ATTACKS
|
|
Level of expertise determines the length of delay between attacks for
|
|
fighters. All other classes attack once per round. Note that missile
|
|
fire rates occur on the same schedule as the identical number of melee
|
|
attacks. The sequence may begin on any phase. In the event of an
|
|
unexpected or even voluntary phase delay, the sequence starts over with
|
|
the next attack.
|
|
|
|
|
|
TABLE 6: PHASE DELAYS
|
|
|
|
FIGHTER LEVEL # ATTACKS/ROUND SEQUENCE OF ATTACK/DELAY PHASES
|
|
Fighter Lv 1-6 1 - attack, delay, delay (includes
|
|
all non-fighter levels)
|
|
F Lv 7-12 3/2 - attack, delay
|
|
F Lv 13+ 2 - attack, attack, delay
|
|
F Lv 13+(specialized) 5/2 - attack, attack, attack, delay,
|
|
attack, attack
|
|
3 - attack each phase
|
|
4 - attack, 2 attacks, attack
|
|
5 - 2 attacks, 2 attacks, attack
|
|
6 - 2 attacks each phase
|
|
|
|
Note that casters MUST delay two phases after a physical attack
|
|
regardless of their delay time between spells.
|
|
|
|
MISSILE FIRE: The fire rates listed in the PH assume one attack per
|
|
round as the combatant's base. This number increases as the base
|
|
number of attacks per round increases. Multiply the fire rate by
|
|
number of attacks per round to determine the number of missiles fired
|
|
per "round." Use this number to determine the delay schedule based on
|
|
phases. This system gives a great advantage to high level combatants
|
|
employing missile weapons: at mid to high levels, missile users attack
|
|
at least every phase. The English Longbowman again becomes the terror
|
|
of the battlefield--and the bane of all spellcasters who might suddenly
|
|
find themselves pinned down by a rain of arrows.
|
|
|
|
MULTI-PART ATTACK ROUTINES: All portions of a routine occur within a
|
|
heartbeat of each other as per Phase system I. If the optional rule
|
|
of splitting up like attacks is employed, begin the routing on the 1
|
|
attack per round schedule (attack, delay, delay) but allow subsequent
|
|
attack forms to substitute for delays.
|
|
|
|
TABLE 7: ATTACK FORMS AND DELAYS
|
|
# ATTACK FORMS SEQUENCE OF ATTACK/DELAY PHASES
|
|
1 1 attack form, delay, delay
|
|
2 1 form, 1 form, delay
|
|
3 1 form each phase
|
|
4 1 form, 2 forms, 1 form
|
|
5 2 forms, 2 forms, 1 form
|
|
6 2 forms each phase
|
|
|
|
In the event of a discrepancy in number of attacks for two weapon
|
|
routines, use the schedule of the FAVORED weapon, alternating between
|
|
two weapon and single weapon attacks.
|
|
|
|
EXAMPLE: a 7th level short-sword specialist also uses a dagger.
|
|
according to table 7, as a specialist she attacks on the schedule
|
|
"attack, attack, delay." She therefore attacks with both weapons on
|
|
the first phase, then with the short sword alone on the second
|
|
phase. The third phase is her normal delay. The next phase begins
|
|
the sequence anew).
|
|
|
|
This second form of the phase initiative system is by far the most
|
|
dynamic of the two. By using phases instead of rounds, combat is
|
|
broken into smaller, contiguous units, allowing combatants greater
|
|
flexibility in decision making, including the ability to wait for a
|
|
moment or two to see how the combat progresses before deciding a course
|
|
of action, including the initiation of a long spell that normally would
|
|
have to be started at the beginning of the round.
|
|
|
|
|
|
________________________________________________________________
|
|
________________________________________________________________
|
|
|
|
SECTION 4:
|
|
PHASE SYSTEM SUPPLEMENTAL RULES
|
|
________________________________________________________________
|
|
________________________________________________________________
|
|
|
|
INTRODUCTION: NEW ABILITIES, NEW RULES
|
|
________________________________________________________________
|
|
|
|
First a few notes concerning the Phase System.
|
|
|
|
You may wish to remove the accompanying quick reference sheets and
|
|
character record and copy them. I suggest placing each copy in a sheet
|
|
protector so notes may be made over them during combat using a dry
|
|
erase or water washable marker.
|
|
|
|
A few elements of these pages need comment. Consider them as more
|
|
options under Combat II.
|
|
|
|
PRIMARY AND SECONDARY WEAPON CHART: this should be updated each time a
|
|
character switches weapons.
|
|
|
|
PHASE NOTES: a player may check off each half segment or make a note
|
|
into the future phases of such details as next attack, spell
|
|
expiration, etc.
|
|
|
|
MOVEMENT SQUARES: Each "square" is the equivalent of 10' of movement
|
|
and implies a gameboard featuring a grid sectioned off in 10'
|
|
increments. The right column is number of squares per phase based on
|
|
the movement per round rate (left column).
|
|
|
|
References to the primary abilities are standardized as STR, DEX, CON,
|
|
INT, WIS, and CHA. However, my playing circle has adopted two extra
|
|
abilities described below:
|
|
|
|
AGILITY: (AGI)
|
|
--------------
|
|
Dexterity has been divided into two separate abilities. Agility
|
|
defines the overall quickness of a character, including his ability to
|
|
evade blows and area-effecting spells. Dexterity (DEX) is the
|
|
character's manual quickness and steadiness. A classical violinist has
|
|
phenomenal manual dexterity but may not be able to do a backflip. On
|
|
the other hand fast feet do not guarantee hand-eye harmony--can every
|
|
gymnast shoot an arrow with precision, or even PAINT all that well?
|
|
Refer to the PH as a starting point for figuring both AGI and DEX
|
|
modifiers. Under Combat II, the following new rules apply when using
|
|
AGILITY.
|
|
|
|
AGI determines "Defensive Adjustment" for both AC and saves. It
|
|
is also used to modify the party initiative roll (using the
|
|
"Reaction Adjustment" score).
|
|
|
|
DEX determines "Missile Attack Adjustment." Additionally, use
|
|
"Reaction Adjustment" based on the DEX score to further modify a
|
|
weapon's speed factor (SF). The new formula for computing
|
|
adjusted SF is then
|
|
|
|
(base SF) - (Magic bonus) - (Two-Handed Spec Bonus) - (AGI bonus)
|
|
|
|
AGI bonus to initiative equates to the speed at which a character may
|
|
react to a situation, and position herself for actions. DEX bonus
|
|
translates to the speed at which she can bring her weapon itself to
|
|
bear.
|
|
|
|
Use the normal method of determining DEX to determine AGI. Allow
|
|
racial modifiers to affect both scores.
|
|
|
|
THIEF ADJUSTMENTS: Skills are modified by either DEX or AGI. Use Table
|
|
28 of PH. Read "Dexterity" as the applicable ability.
|
|
|
|
AGI: Move Silently, Hide in Shadows, Climb Walls (AGI 9 = -10%, 10 = -
|
|
5%, 17 = +5%, 18 = +10%, 19 = +15%)
|
|
DEX: Pick Pockets, Open Locks, Find/Remove Traps
|
|
|
|
APPEARANCE: (APR):
|
|
------------------
|
|
It's funny how often players transform their characters from magnetic
|
|
leaders into beautiful people as the occasion warrants. Hitler is an
|
|
example of the former; Marilyn Monroe of the latter. From classic
|
|
literature: Richard III and Helen of Troy. In each case there is
|
|
clearly little overlap between compelling leadership qualities and sex
|
|
appeal, but Charisma lumps them together. APPEARANCE is basically the
|
|
"Comeliness" of the UNEARTHED ARCANA tome. The ability only has one
|
|
category: "Reaction Adjustment" and is used only when physical appeal
|
|
determines an NPC's impression of the character.
|
|
|
|
CHARISMA: A NOTE
|
|
----------------
|
|
This has traditionally and unfairly remained the "least important"
|
|
score for most characters (tied with Wisdom in some cases). Normally
|
|
CHA's reaction adjustment is used in business dealings or encounters,
|
|
particularly with individuals not potentially attracted to the
|
|
character in a sexual way (in which case APR is used). Charisma is
|
|
also the controlling factor in the relationship between PC's and
|
|
followers (MOST employees get past the physical thing quickly). When a
|
|
character is generated, Charisma should receive at least a fair score
|
|
if the character has aspirations to be party leader or esteemed
|
|
advisor. Could a character with only average CHA give effective orders
|
|
when push comes to slash?
|
|
|
|
PERCEPTION
|
|
----------
|
|
Combining the average of INT and WIS with a bonus of one point per
|
|
level, this grab-bag ability is a character's overall chance to
|
|
perceive any miscellaneous items, occurrences, or phenomena which fall
|
|
outside normal detection parameters.
|
|
Option: Thieves gain +2 per level. Various demi-humans might
|
|
also earn a bonus at the DM's discretion.
|
|
|
|
________________________________________________________________
|
|
|
|
CRITICAL HIT AND MISS TABLES I
|
|
________________________________________________________________
|
|
|
|
Many groups have implemented one form of critical hit/miss system or
|
|
another. The following one is matched to the Phase System (either
|
|
one). I shied away from a hit location scheme because the normal list
|
|
of AD&D healing spells are designed to restore hit points, not heal
|
|
localized wounds PER SE. To use such a system begs the hit point
|
|
system itself to be broken down into points per area, etc. More tables
|
|
always equals slower combat rounds.
|
|
|
|
SEVERE HIT
|
|
----------
|
|
This rule began at the insistence of some players that some bonus be
|
|
given if the number needed to hit a particular AC is exceeded by a
|
|
significant margin. Here is the rule:
|
|
If the roll to hit exceeds the roll needed by 10 OR MORE, roll all
|
|
damage dice twice and take the best score. Opponent is dazed for
|
|
remainder of phase. (-2 to attack rolls, +1 to AC).
|
|
|
|
CRITICAL HIT
|
|
------------
|
|
On a natural 20, roll a d10:
|
|
1-4 DOUBLE BASE DAMAGE. Reroll all minimum rolls. Opponent is DAZED
|
|
until end of phase. (-2 to attack rolls, +1 to AC).
|
|
5-6 DOUBLE BASE DAMAGE. Roll all damage dice twice and take best
|
|
score. Opponent is DAZED until end of following phase. (-2 to
|
|
attack rolls, +1 to AC).
|
|
7-8 DOUBLE MAXIMUM BASE DAMAGE. Opponent STUNNED through the
|
|
following phase (no attacks, +4 to AC.)
|
|
9 DOUBLE MAXIMUM TOTAL DAMAGE. Opponent STUNNED through the
|
|
following phase (no attacks, +4 to AC). Attacker allowed 1
|
|
additional attack immediately (include opponent's +4 AC penalty).
|
|
10 DOUBLE MAXIMUM TOTAL DAMAGE. Opponent stunned through the next
|
|
2 phases (no attacks, +4 to AC). Attacker allowed 1 additional
|
|
attack immediately PLUS one free attack next phase (in addition to
|
|
regular attacks).
|
|
|
|
|
|
CRITICAL MISS
|
|
-------------
|
|
Automatic loss of remainder of attack sequence. If Crit Miss delay is
|
|
LESS than regular delay, complete regular delay instead before next
|
|
attack. Roll d10:
|
|
|
|
1-4 MISSTEP: Lose movement this phase (opponent may retreat
|
|
unhindered). AGI check or suffer +2 SF and -1 to hit next phase.
|
|
5-6 FUMBLE: Lose present phase movement. DEX check failure = weapon
|
|
dropped or skewed. AGI check or "misstep" next phase (as above).
|
|
7-8 FALL TO KNEES: Lose further attacks through next phase, AC +2.
|
|
Roll DEX-1 to avoid dropped or skewed weapon.
|
|
9 PRONE: Attacker is stunned. Lasts 2-3 phases. Roll DEX -2 to
|
|
retain each item held. No attacks, no movement, AC +4. AGI check
|
|
at end of prone period to regain upright position. Failure
|
|
indicates "Fall to knees" result. CONSIDERED STATIONARY AND
|
|
DEFENSELESS FOR FIRST PHASE.
|
|
10 SPRAWLING WEAPON FLING: lasts for 3-5 phases. No attacks or
|
|
movement, AC +4. All held items automatically tumble away 1d12
|
|
feet in random directions. AGI check at end of prone period to
|
|
regain footing. Failure indicates "Fall to knees" result.
|
|
Considered stationary and defenseless for first 3 phases.
|
|
|
|
MW MISSILE WEAPON: thrown weapons drop within 1' of combatant. Bows
|
|
or Crossbows: 50% chance of string breakage. 50% chance of
|
|
missile breakage due to misfire.
|
|
|
|
________________________________________________________________
|
|
|
|
CRITICAL HIT AND MISS II: SEVERITY RULES
|
|
________________________________________________________________
|
|
|
|
No tables are necessary for this variant, and the only decisive roll is
|
|
the "to hit" itself.
|
|
|
|
SEVERE HIT:
|
|
PROCEDURE FOR DETERMINING DAMAGE: That this system bases bonus damage
|
|
on the attack roll, with each point rolled above the necessary number
|
|
"to hit" equal to +1 hp damage. Specialization, magical plusses, and
|
|
strength bonuses all adjust THAC0, and therefore adjust the POTENTIAL
|
|
damage bonus by lowering the minimum needed to successfully hit. These
|
|
are NOT automatically added in full with a successful hit.
|
|
|
|
STRENGTH: Subtract the "to hit" column from the "damage" column for
|
|
each STR level (keeping +1 or below as is). This is the new "damage"
|
|
modifier to be added to a successful hit. 2nd ed gave a lower "to hit"
|
|
bonus, but allowed ALL of the STR bonus to be applied to every hit.
|
|
EXAMPLE: a fighter with 18/99 strength would get +2/+5 under 2nd
|
|
ed rules. Under my rules, he'd get +2/+3 (5 - 2). The +3 is
|
|
automatically added to damage, and the +2 "to hit" will help to ensure
|
|
that his "to hit" roll allows more damage as well (most likely giving
|
|
him at least the equivalent of his old +5 anyway, but not guaranteeing
|
|
it).
|
|
|
|
CREATURES WITH LISTED DAMAGE BONUS ONLY: Larger humanoids get such
|
|
bonus damage without a "to hit" bonus (giants being a prime example).
|
|
Either apply this bonus in full with any successful hit, or apply half
|
|
of it (round down) to the creature's thac0, and the remainder as bonus
|
|
damage. This would make hits more likely, but would not guarantee full
|
|
listed bonus damage unless the hit roll is several points over what's
|
|
needed. The latter allows the possibility for more of a glancing blow
|
|
from even a giant's damaging hits.
|
|
|
|
SPECIALIZATION: The first extra weapon proficiency slot expended
|
|
grants the wielder +1 to hit and allows all Warrior subclasses extra
|
|
attacks as per 2nd edition rules.
|
|
CONTINUED SPEC: Each subsequent slot expended increases the "to
|
|
hit" by 1, but does not affect the number of attacks.
|
|
--ANY class may single specialize to gain the "to hit" bonuses
|
|
(not the accelerated attacks).
|
|
--All weapons, including missile weapons, follow this rule.
|
|
--The "point blank" attack of bow weapons is now an independent
|
|
form requiring 1 slot.
|
|
|
|
MISSILE WEAPONS: For weapons allowing strength bonus (custom bows, all
|
|
thrown weapons) use the GREATER of the combatant's STR "to hit" bonus
|
|
OR his DEX adjustment. Add the new STR damage bonus to the damage
|
|
roll. Apply only the DEX adjustment for crossbows or normal draw-
|
|
weight bows (no STR damage bonus).
|
|
|
|
DAMAGE CAP: No damage cap. Any argument I make as to why there should
|
|
be a cap invites a counter-argument that even a small weapon can kill
|
|
or seriously damage a large opponent with a well placed hit. Besides,
|
|
with the adjustments above, damage gains the additional possibility of
|
|
doing LESS than the minimum die roll plus all bonuses. There is
|
|
balance.
|
|
|
|
CRITICAL HIT
|
|
------------
|
|
On a natural 20, the base damage roll is automatically maximum. This
|
|
is in addition to whatever severe damage bonus a roll of 20 would
|
|
cause.
|
|
|
|
|
|
SEVERE MISS
|
|
-----------
|
|
Coming close to the number needed to hit will not unbalance a combatant
|
|
for the next attack; however, if the number rolled to hit is 5 OR MORE
|
|
LESS THAN the number needed, add 1 point to the SF of the weapon for
|
|
it's next strike PER POINT, up to a maximum penalty of the weapon's
|
|
BASE speed factor.
|
|
EXAMPLE 1: a mage needs a 17 to hit with a quarterstaff (sf 4),
|
|
and rolls a 10. Anything over 12 would have been at no penalty, but
|
|
in this case 2 points are added to the next attack's sf. If a 6 were
|
|
rolled, the penalty would nevertheless not exceed +4.
|
|
EXAMPLE 2: A thief attacks with a +2 longsword (it's sf adjusted
|
|
downward from 5 to 2, counting dex bonus of +1 and magic of +2).
|
|
Despite the sf 2, a penalty of up to +5 may be incurred, raising the
|
|
weapon to its slowest speed of sf 7.
|
|
|
|
Maximum duration of the penalty is 3 phases. Thereafter it may be
|
|
assumed the combatant has regained normal balance.
|
|
|
|
CRITICAL MISS
|
|
-------------
|
|
In the event the combatant rolls a natural 1, follow the Severe Miss
|
|
rule above, but there is no maximum penalty to SF. Additionally, the
|
|
combatant loses Agility bonuses through his or her next attack, or
|
|
through the next 3 phases, whichever is completed first.
|
|
|
|
|
|
|
|
________________________________________________________________
|
|
________________________________________________________________
|
|
|
|
SECTION 5:
|
|
COMBAT II SUPPLEMENTAL MAGIC RULES
|
|
________________________________________________________________
|
|
________________________________________________________________
|
|
|
|
|
|
MANA: MEMORIZATION IS FOR KEEPS
|
|
________________________________________________________________
|
|
|
|
Having left his keys in the castle, Arthur turns to Merlin only to
|
|
hear this dismaying reply: "Sorry, m'lad, all outta KNOCK spells."
|
|
|
|
Both priests and wizards need to memorize the rituals and incantations
|
|
which constitute their spells. They need to learn which components to
|
|
select (and which to carry in abundance) as well as which spells will
|
|
be useful in particular situations. The caster is a lightning rod for
|
|
magical energies, and, as he or she progresses in levels, these
|
|
energies become less taxing to manipulate: more can be focused and
|
|
channeled each day after proper rest and mental preparation. When a
|
|
fantasy spellcaster discharges a spell, only in AD&D does the caster
|
|
suddenly fall prey to amnesia.
|
|
|
|
Many playing circles have long since adopted some form of mana or
|
|
spell-point system to allow a caster access to the full list of spells
|
|
he or she has available, rather than requiring the caster to second-
|
|
guess upcoming events before selecting spells. Below are two good
|
|
systems used in my group's campaigns, as well as their related rules
|
|
governing learning spells and point recovery.
|
|
|
|
|
|
________________________________________________________________
|
|
|
|
SPELL POINTS: MANA SYSTEM I
|
|
________________________________________________________________
|
|
|
|
|
|
This system offers maximum flexibility for a spell user to choose
|
|
spells as the need arises. Use the applicable Spell Progression table
|
|
from the PH as a starting point. Convert all spells a caster may
|
|
memorize (under the old system) to a point total: one point per spell
|
|
level per spell. Each spell conversely draws a number of points equal
|
|
to its level from the collective pool. Example: A fifth level priest,
|
|
barring bonus spells, can cast three first, three second, and one third
|
|
level spell. His total mana points would equal twelve:
|
|
(3 x 1) + (3 x 2) + (1 x 3) = 12
|
|
When fully powered with mana, the priest could cast four 3rd level
|
|
spells, twelve 1st level spells, six 2nd level spells, or any
|
|
combination equaling twelve points. The priest may not cast spells of
|
|
a higher level than the PH progression charts allows.
|
|
A priest's bonus spells for Wisdom are kept track of in two
|
|
possible ways:
|
|
|
|
1. The caster adds the point value of the bonus spells to the mana
|
|
total. Bonus "spells" then indicate simply how Wisdom modifies the
|
|
base mana.
|
|
2. The player places a number of boxes corresponding to his number of
|
|
free spells for each level next to the mana tally. The first spells
|
|
of the day of the appropriate levels are checked off from the boxes
|
|
instead of their points drawing from the mana pool. Only when the
|
|
caster exceeds the number of free spells does he mark off mana.
|
|
|
|
STARTING MANA
|
|
-------------
|
|
As an optional means of aiding low level casters, rather than using the
|
|
point score normally yielded according to the rules above, the caster
|
|
gains a number of points equal to her constitution divided by 3 (round
|
|
up). Instead of a mage's third level total of 4 points, he could
|
|
conceivably have as many as 6 with an 18 constitution. If the CON
|
|
total is less than the base, use the base instead. Once the base
|
|
exceeds this number, use the base instead. This accurately simulates
|
|
the way magic works in much fantasy fiction. A novice may only
|
|
manipulate a certain amount of mystic energy before being both
|
|
physically and mentally drained, with hearty individuals able to
|
|
withstand a bit more. As the novice progresses, his manipulation of
|
|
magical energies becomes less taxing for ever increasing amounts of
|
|
mystical power.
|
|
Option 1: CON bonus is ADDED to the base mana total regardless of
|
|
level.
|
|
Option 2: use average of CON plus the caster's prime requisite
|
|
(Wisdom or Intelligence depending on the type of magic,
|
|
rounded down) to determine bonus mana or initial mana
|
|
(rounded up).
|
|
|
|
The table below lists the base mana totals by level for any caster
|
|
based on Mana System I. It does not account for free spells or extra
|
|
spells gained by specialists, nor does it account for the Constitution
|
|
adjustment for low-level casters. Specialists gain a separate mana
|
|
pool dedicated to their specialty bonus spell total (since this mana
|
|
MUST be used for specialty spells)
|
|
|
|
Caster Type:
|
|
|
|
Level Priest Wizard Ranger Paladin
|
|
----- ------ ------ ------ -------
|
|
1 1 1 -- --
|
|
2 2 2 -- --
|
|
3 4 * 4 * -- --
|
|
4 7 7 -- --
|
|
5 12 * 11 * -- --
|
|
6 15 14 -- --
|
|
7 19 * 20 * -- --
|
|
8 26 27 1 --
|
|
9 34 * 32 * 2 1
|
|
10 43 39 3 * 2
|
|
11 53 * 51 4 3 *
|
|
12 65 66 * 5 * 4
|
|
13 74 78 6 5 *
|
|
14 90 * 85 * 7 6
|
|
15 99 94 8 7 *
|
|
16 111 115 * 9 8
|
|
17 127 130 9 9
|
|
18 148 139 * 9 9
|
|
19 151 147 9 9
|
|
20 165 162 9 9
|
|
|
|
*Indicates a new castable spell level.
|
|
|
|
|
|
MANA RECOVERY
|
|
-------------
|
|
A caster still must rehearse incantations and clear her mind in order
|
|
to replenish her mana. Prayers must be offered to the gods, mental
|
|
alertness exercises must performed, etc. The flat amount of 10 minutes
|
|
per spell level (point) regained may be used as per PH p. 81. It would
|
|
therefore take a 20th level mage 27 hours to completely regain his
|
|
spells (realistically, another night's sleep must be added to this
|
|
time). As an option that allows higher level casters to recover single
|
|
points faster, the following formula may be used:
|
|
|
|
13 - highest allowable spell level = number of minutes per point.
|
|
|
|
This assumes a full night's rest of 8 hours. If the caster gets less
|
|
than eight hours, for any reason from insomnia to hot pursuit by
|
|
enemies, add 1 additional minute per spell point PER HOUR'S REST BELOW
|
|
8. If the caster gets less than 4 hours sleep, no points can be
|
|
regained.
|
|
|
|
BONUS SPELL POINTS: received automatically each day, provided the
|
|
priest sleeps at least 4 hours. Specialist points are recovered at
|
|
half the required time per point (round up after totaling the minutes
|
|
required).
|
|
|
|
RECOVERY LIMIT: A caster may not regain a total number of points
|
|
greater than his or her casting total within a 24 hour period (i.e.
|
|
they may not replenish all points, use a few, and then regain some
|
|
more). A spell recovery session may not be interrupted for more than
|
|
one 2 hour period. If it is, any further recovery is delayed until
|
|
after the next normal rest period.
|
|
|
|
________________________________________________________________
|
|
|
|
SPELL SLOTS PER LEVEL: MANA SYSTEM II
|
|
________________________________________________________________
|
|
|
|
|
|
Some players and DMs might convincingly argue that the "points"
|
|
represented by the particular spell are not the same across levels: a
|
|
WISH is more than nine times more powerful than MAGIC MISSILE but is
|
|
approximately the same magnitude as the 7th level RESURRECTION for
|
|
priests. A way to solve this dilemma produces a mana system as easy to
|
|
manage as the above System I. Under System II, the PH Spell
|
|
Progression charts are used directly to represent the number of spells
|
|
a caster may use for each level: but the caster chooses from his total
|
|
list for that level as the situation demands. A check box system
|
|
should be set up on the character record sheet. Be sure that the
|
|
caster record differentiates between bonus, specialist and normal spell
|
|
slots, though.
|
|
|
|
RECOVERY: Use one of the time options for System I with one exception:
|
|
the caster may elect which spell slots to recover. Slots gained for
|
|
specialized spells may be recovered at half the normal rate.
|
|
|
|
|
|
________________________________________________________________
|
|
|
|
LEARNING NEW SPELLS (AND FORGETTING OLD ONES)
|
|
________________________________________________________________
|
|
|
|
Mages have the unfortunate task of building a list of useable spells
|
|
instead of receiving a completed one via their deity. Since no spell
|
|
is forgotten under the new rules, such powerful knowledge comes at an
|
|
additional price: 1/2 day of research per spell level for each new
|
|
spell added to the list if an arcane library and workshop is available;
|
|
1 full day per level otherwise. Spells gained as part of class level
|
|
advancement are accounted for in the time spent training.
|
|
|
|
MAXIMUM NUMBER OF SPELLS PER LEVEL: As in the standard 2nd edition
|
|
rules, this restriction serves the purpose of preventing a mage from
|
|
playing a checklist game of what spells he still needs to have them
|
|
all. Under the new Mana rules, maximum number of spells represents the
|
|
list of currently memorized spells for a particular level. Once the
|
|
spell is "in memory" it stays there by daily review and practice. Can
|
|
a mage continue to learn new spells once the "maximum" is reached?
|
|
Yes, by losing the knowledge of an existing spell at that level. The
|
|
DM rolls for a random spell to drop off the list of ones memorized.
|
|
Exception: the player marks off five spells used most frequently (and
|
|
therefore the most memorable) as exempt. Since the spell would still
|
|
be included in the caster's ever-growing spell book, it may be re-
|
|
learned later (bumping another spell off the memorized list).
|
|
|
|
|
|
INNATE SPELLS
|
|
1) The easy answer to innate use of spells is "Keep them as is."
|
|
2) A method more consistent with the use of mana is as follows: If
|
|
a monster has a particular list to draw from in which each effect
|
|
matches exactly the equivalent spell from the Priests' or Wizards'
|
|
lists, then do the following:
|
|
I. MANA SYSTEM I: total all its possible points for the day
|
|
based on each spells point value and allow it to cast any
|
|
combination of the list's spells at their normal cost.
|
|
II. MANA SYSTEM II: reserve a slot for each spell based on its
|
|
level. These slots may each be used by any of the spells of
|
|
that level which the creature has the ability to use.
|
|
|
|
If the creature is allowed spells at will or per hour, account for
|
|
these separately.
|
|
|
|
The Phase System rules under Combat II limit casters' effectiveness in
|
|
melee situations by slowing their casting times relative to weapon
|
|
speeds. The Mana System (I or II) more than makes up for it by giving
|
|
spell users enormous flexibility in choosing spells as the need arises.
|
|
|
|
________________________________________________________________
|
|
|
|
ACKNOWLEDGMENTS
|
|
________________________________________________________________
|
|
|
|
To Donald & Corinna Carver, Eric Weiss, Wulfgar & Andrew Wood, Lyall
|
|
Herr, and Mark Bishop for their previous combat methods which I used
|
|
for models, and for both playtesting the C2 system and integrating it
|
|
as our new standard.
|
|
|
|
To the following members of the ADND-L Internet mailing list for their
|
|
questions, suggestions, and criticism:
|
|
Attilla (Brad Samek), Christopher Possanza, Scott Spetalnik, Madrac
|
|
(Ron Owen), Aerlevar (Adam Darlow), Nemesis (Paul Tiseo), and Sir
|
|
Gwalchmei (Jason Cunningham).
|
|
|
|
Special thanks to Charlotte the UK Vampire for her persistent questions
|
|
and insights.
|
|
|
|
|
|
|
|
DRAGONSHADOW THANKS YOU ALL.
|
|
|
|
|
|
/ \ | \
|
|
/( \ | )\
|
|
/ \_____( )|)/) )____/ \
|
|
/ \ _-^ ) / \
|
|
/ \_ /^ ) _/ \
|
|
/ _ \ -v-- ) / _ \
|
|
/ _/ \ __ \ / \ / __ / \_ \
|
|
/ __/ \ | \ DRAGONSHADOW / | / \__ \
|
|
| / \ \ ---- / / \ |
|
|
|/ kevster@brahms.udel.edu \|
|
|
| Creator of Combat II |
|
|
|