Combat in TTRPGs is too slow. I would like for combat to be as fast and as fluid as any other scene in the game. First, reduce the number of actions and movements a character can make per turn to one action wherein they can move up to their normal movement for the action, and remove any options for characters to interrupt the flow of the game. Second, scale down hit points and damage proportionally. Third, use simultaneous combat. With simultaneous combat, we remove the familiar structure of sitting around and waiting for each player to take their turn (that's boring). We play the game almost as fluidly as we would any unstructured scene in the game.
PRE-COMBAT PROCEDURE
- 1. Choose or roll for an encounter
- 2. Determine starting distance and position(s) of NPCs to PCs.
- Example: 3d6 * 10 ft away.
- 3. Choose or roll for the attitude or reaction of the NPCs encountering the PCs (favorable, neutral, unfavorable, hostile, etc.).
- This is classically done by rolling 2d6 and trying to roll high. A 2 means the NPCs are hostile.
- 4. Determine or roll for surprise.
- This is classically done by rolling a 1d6 for the NPCs, and by rolling a 1d6 for each PC. No need to roll for surprise unless one side is trying to be sneaky. On a roll of a 1-2, that side / character is surprised. Blindness and deafness can increase the chances of surprise (1-3 or 1-4). A particularly well-prepared ambush may mean that the other side is surprised on a 1-4.
COMBAT PROCEDURE
- 1. Each round of combat is broken into two phases: A declaration phase and a resolution phase.
- 1a. Declaration Phase: Players can do one thing (their action) on their turn, and they can move up to their normal movement as part of their action. Players declare their action clockwise around the table. Once an action is declared, it cannot be changed.
- Players need only declare a type of action, and a target. Example, missile, magic, move, melee, or other.
- Movement means either repositioning to add distance or close the distance, charging, defensive movement such as disengaging, or moving into cover.
- Melee is assumed to include movement if needed, as in running up to an opponent and attacking. No need to specify move then attack.
- Missile means using a ranged weapon or throwing a weapon or object, and is assumed to be faster than other actions. Magic can be assumed to be a missile, and be treated as a missile by the GM for the purposes of determining the priority of actions.
- 1b. Resolution Phase: All dice are rolled, and the GM adjudicates and narrates the results.
- The GM must prioritize how the actions occur. It is possible for two swordsmen to kill each other in the same round. Prioritization usually makes sense within the logic of the scene, setting, or situation.
- Missiles go off first. Magic can be treated as a missile unless the GM rules that casting a spell is slow. Missiles and magic cannot be used while when engaged in melee.
- Melee that includes movement is slow. Melee without movement is nearly instantaneous.
- Movement can be slowest of all.
- 2. At the end of each round, update character sheets, monster stats, etc.
- 3. Roll for morale up to twice per encounter. If the enemies lose morale, they will either surrender, retreat, or parley. Roll for morale IF:
- 3a. the NPCs receive their first casualty for the encounter.
- 3b. the NPCs are reduced to have their HP or half their number
- 4. Start a new round. Return to step 1 and repeat these steps until combat is resolved.
*Optionally, the GM determines or rolls Side Initiative to reduce complexity of all PCs and all NPCs acting simultaneously. Each round, resolve one sides actions, then the other, then start a new round. Initiative can be rerolled each round to make combat unpredictable.
**Fleeing. Fleeing is not possible unless you have an escape route and a safe place to retreat to. One side may flee without the other side giving chase, in which case the side that flees is automatically successful. If the PCs flee, the GM roleplays the NPCs and makes the decision to pursue the PCs in character. If one side attempts to flee and the other side continues the attack or attempts to capture them, you may run combat as a running fight. NPCs who pursue PCs may be distracted by tossed items, money, or food, and stop to investigate or collect the discarded treasure. NPCs may also give up the chase if they lose line of sight of the PCs.
AFTER COMBAT
- Actions: PCs may do various actions such as looting, searching for anything lost or spent in the fight, dressing their wounds, resting and catching their breathes, interrogating any survivors or take prisoners, etc.
- Under ordinary circumstances, adventurers would be neglectful to skip these actions.
- Adventurers should do these things with care so as not to draw attention from the unseen dangers that may still lurk in the dungeon or wilderness, or linger too long.
- Time Keeping: Assume that the length of time spent in combat and doing any of these actions can be added together and rounded up to a single 10-minute chunk of in-world time.
- Note that classically, ten in-world minutes represents an ordinary turn of slow, methodical exploration.
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