Sometimes, I have to indulge my twisted love of overcomplicated rules.
I blame 1e AD&D for this.
The thing is, I don’t think I’d want to play a game with such rules – I just enjoy coming up with them.
Anyway, here is a sketchy draft of an add-on to 3.x to complement my last post (it doesn’t do nearly everything that I want it to, but…):
|Fluid Combat Round Rules Module
Initiative proceeds from highest to lowest, in rounds, as normal with the following changes:
- Initiative is measured in moments. If the highest moment is an initiative of 23, then this is considered “moment 23.” Moments are counted down beginning with the highest initiative score and ending at one(1).
- Characters add a bonus to their initiative score equal to their BAB divided by 5 (rounded down).
- A character may begin taking actions on the moment of its initiative rating, and may take additional actions until it runs out of actions or the moment count reaches 1 (whichever comes first).
- In each round, a character has one move action and one standard action or a single full-round action.
- A character may only take a single move, standard, or full-round action per moment.
- A character may move one-third of its speed (rounded up) in a moment. Thus, to complete a normal movement action takes 3 moments (6 for a full move).
- A character may take a single standard action in a moment.
- A character may take a full-round action. This lasts from the moment a character begins the action to the same moment +1 then next round.
- Characters who withdraw or run as a full-round action should divide their total distance moved by the number of moments to determine their location at any given point (if relevant).
- There are no full attacks under this module
- A character cannot act on an initiative count of 0 or less. If a character has actions or movement rate left after moment 1, it is lost.
- A character may take a 5′ step in a moment. This reduces their initiative count by 1 in the next round.
- A character may sacrifice a move action to increase their initiative count by 6 in the next round.
- A character may sacrifice a standard action to increase their initiative count by 10 in the next round.
- A character may delay their action in a round without having an effect upon their initiative in the next round.
- After taking a standard action, a character may make follow up attacks if they so choose. Each such attack is subject to the following restrictions:
- Each attack is at a cumulative penalty to hit. For melee and thrown weapons: Light weapons are at -2 for the first follow up attack, -4 for the second, and -6 for the third (-8/-10/-12/etc). Medium weapons are at -3/-6/-9/etc. Heavy weapons are at -4/-8/-12/etc. Crossbows count as light weapons (but require loading time as normal). Other bows count as medium weapons, unless otherwise specified.
- Each follow up attack imposes a penalty to your next round’s initiative equal to the sum of the penalties to hit. Thus, two attacks with a medium weapon would impose a 9-point (3+6) penalty to your next round’s initiative.
Light weapons are those that have a weight less than or equal to 1/10th of a character’s light
Medium weapons are those that weigh between 1/10th and 1/5th of a character’s light load.
Heavy weapons weigh more than 1/5th of a character’s light load.
Some draft/example feats:
Strong Armed: Count your strength as 4 points higher for determining weapon category (light/med/heavy). (prereq: Strength 12)
Swift Archer: Bows count as light weapons for follow-up attacks. (replaces Rapid Shot)