Someone on G+ started a thread about how to handle initiative in their basic-style game. We discussed it stylistically - some folks prefer very intricate steps to make sure each individual character is treated as an individual, and some folks prefer wargames style abstractions. I am in the second camp.
It is important to remember though that no matter how you do it, the unusual moves and cinematics are always possible because you have a referee, and not an AI, running things. For instance if you want to combine two attacks, or you want to have one guy throw another guy or something, that's covered in step 8, Misc. Actions.
Here's how I do it.
First here are the steps in a combat round.
Click to Enbiggificate |
Here
are the rules that go along with it!
0. Combat Rounds Last One Minute, unlike in many other kinds of D&D. Therefore a lot of small actions can be presumed.
0. Combat Rounds Last One Minute, unlike in many other kinds of D&D. Therefore a lot of small actions can be presumed.
1. Each
side checks morale, if appropriate. First the monsters, then the Henchmen of the
Player-Characters and other NPCs on the side of the good guys. Check Morale for
either side first when one side or the other has their first casualty, and then
again when half of that side or more has been defeated. If the side passes both
Morale checks, they will fight until death. Otherwise someone will surrender or
try to run away.
2. Once
combat begins, each person and then the monsters declare
what kind of action they intend. The kinds of actions are full
movement, make a missile attack, cast a magic spell, make a melee attack, and
“other” which includes anything else.
3. Each
side rolls 1d6 for Initiative. The side that rolls higher gets to make
their actions first. In the case of a tie, everybody does everything
simultaneously.
4. Movement
happens. Characters
and monsters can move 1/3 of their base movement in scale inches for free.
Moving farther than that precludes taking any other actions that Round.
5. Ranged
Attacks happen. Anyone with a sling or a bow fires off their weapon. In
the case of hitting an enemy Magic-User, their spell is ruined!
6. Magic
Spells are cast. Again,
if you are going second or there is a tie in the Initiative that Round, and you
are hit with a missile weapon, your spell has been ruined and is lost from your
mind.
7. Melee
Attacks happen. Anyone
attacking with a sword or mace, for instance, makes their attack now.
8. Miscellaneous
Actions happen.
Maybe you want to drink a potion, use a magic wand, or push over a table as a
barricade. These actions happen last.
9. Repeat for
the side that lost Initiative. Go back to #1 and see what happens next!
Like
a lot of things in Mythical Journeys this seems like a lot at first. But in
actual play, it happens very quickly. Now, there are a few exceptions we should
talk about.
The Surprise Round: For the first
Round of combat only, each side must check to see if it has surprised the
other. Have each side throw 1d6. On a result of 5 or 6, they have achieved
surprise. In this case, the other side may not act in the first Round of
melee. It is possible for both sides to be Surprised at once!
During
the Surprise Round, the side which has surprised the other gains a +1 To-Hit.
This bonus does “stack” with other To-Hit bonuses.
The Opportunity Attack: Should a combatant
currently engaged in melee attempt a Full Retreat or if a character moves right
past you (including on a Charge), you get to have one “free” attack out of
turn. If this attack succeeds at dealing at least one Hit Point of damage, the
moving combatant must stop moving. Only one such Opportunity Attack may be
attempted per combatant per Round.
Tactical
Movement: Clever players and monsters won’t simply stand toe-to-toe
beating each other’s brains out, but will rather make movements within combat-
advances, withdrawals, and even full retreats when the time is right!
Fighting Withdrawal: A Fighting
Withdrawal is the only safe way to leave a place that is threatened
by an opponent. When a character withdraws, he backs carefully away from
his opponent without turning his back or creating an attack of opportunity for
his opponent.
Withdrawing
is a move that takes place at the beginning of the Round. A withdrawing
character cannot attack or cast spells, although he can still make
opportunity attacks.
He
does not attack, but moves backwards up to one-third speed (usually 4” or less)
and retains his full Armor Class.
Full Retreat: Any melee
combatant may attempt a Full Retreat. He moves away from melee at full speed
(usually 12” or less). His opponent(s) get a free attack out of turn against
him and the character does not receive the benefit of his Shield or DEX bonus
to AC. If any attack deals damage to him, the Retreat is negated and the
retreater is stuck in combat for another Round!
The
exception to this free-attack rule is if an ally moves into melee with the same
opponent(s) to cover the retreat.
The Charge: A
"Charge" is a melee action in which your character moves as fast as
possible, planning to use a weapon at a point of impact, benefitting by the
force added due to momentum.
A
PC or other character can "Charge" anywhere as long as he expends at
least half his base full move in the process, and only if he is holding and
using a melee weapon.
A
Charging character is +2 to hit, but -2 Armor Classes. If your man’s “Charge”
hits, the damage inflicted is double normal; throw twice the normal number of
dice, and then apply bonuses (strength, magic, etc.).
Charging creatures must
have suitable weapons: a skirmish weapon or large horns or tusks. A monster
without such weaponry doesn't have the ability to charge.
Setting the Spear: If a PC or another
character is aware of an opponent using the “Charge” maneuver against him and
is acting first in a Round, He can use a tricky maneuver to stop the Charge: he
can “set” a spear or pole arm against the charge by bracing it with his foot or
against some heavy object. On a successful hit, he deals double damage and
negates the attack at the end of the Charge. Only Fighting-Men, Men-At-Arms and
Demi-Men are able to “set” a spear in this way.
Rear Attacks: Melee attacks to
the rear of the target (aside from being dishonorable), gain a +2 to hit, and
the defender does not get the AC benefit from his shield if he uses one.
Other Combat Rules
Cover: Should a character
in missile fire combat find his mark behind cover of some kind, throw 1d6 after
determining a hit. A throw of 1-3 means the attack hit the cover instead. Of
course, characters may “cover” one another, like a Secret Service man taking a
hit for the President.
Firing into Melee: A missile shot
into melee that is scored a hit has an equal chance to hit any character
engaged in that instance of melee, even the attacker’s allies. So be
careful! Henchmen and Retainers will never fire into a melee, for fear of
hitting their bosses.
Mounted Combat: Mounted cavalrymen
and knights gain a +2 to hit and a +2 to damage over combatants on foot. Lances
have an extra 10’ reach as well, which makes it likely that cavalrymen
automatically gain initiative if he uses one.
One
the other hand, shooting a bow from horseback imparts a -1 penalty to hit, and
only Shortbows can be used from horseback anyway.
Surrounding
Individual Combatants: If you and your party want to surround an enemy, up
to six Men may encircle a Man-sized opponent. Up to eight Men may encircle a
larger opponent.
Fighting
requires 5’ of frontage per man in any case, unless in tight formation. If a
single target is at least halfway surrounded, the majority attackers get a +1
to hit.
Shields Shall be
Splintered!: You
get the usual -1 to your AC with a shield. However, any time you take damage,
you can opt instead to say your shield absorbed the force of the blow. The
shield is shattered and must be discarded, but you don't take any damage from
that hit. It's quick, it's easy, and it's valuable.
Magic
shields can be given up once per day without shattering, but then they are
considered nonmagical for the rest of the day. If you give it up again, it is
shattered permanently.
Shields
made from the heartwood of the rowan tree (which is sacred to the Elves) can be
given up to avoid one magic effect, even one that deals no damage or one that
offers no Save.
Subdual Damage: Attacks made with
the “flat of the blade” for non-lethal damage suffer a -2 attack penalty. Many
weapons can be used this way.
If
a character or monster reduced to zero Hit Points has taken at least some
subdual damage, the he becomes unconscious rather than dead. A character
knocked out in this way but not subsequently killed will wake up with 1-3 hit
points in 1-3 Turns, or can be awakened by someone else after 1 Turn. This is
one way to force a monster to serve you if you want.
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