Combat

Problems with 3.5

Dungeons and Dragons Revised Third Edition had some very useful advances in the concept of representing combat in a systemic format. Combat was turn based, and each combatant acted in order of initiative from highest to lowest. One complete cycle through each combatant was a around, and one round represented six seconds of action, and ten rounds amounted to one minute.

Actions a character could take in a round were divided into Standard, Move, Free, and full-round actions, and limitations were placed on how those actions could be combined.

The problem with this system is that it constructs combat into something which is not dynamic, but singular to the individual character who is acting. It is as if each combatant acts for six seconds while all the others are still (unless certain conditions are met).

Initiative

In D&D 3.5, combat would begin with characters rolling for initiative. Essentially characters with higher initiative would go first, characters with lower initiative would act last.

In this build, characters do not roll for initiative, they have a set number similar to armor class which determines the order in which they act.

Initiative now becomes a measurement of battle awareness, how apt a character is in reacting to the changing situation of combat.

If characters have equal initiative scores, make opposed d20 rolls. The characters with higher rolls roll act as if their initiative was higher than those with lower rolls so long as their actual scores are equal.

Combat Phases

Instead of each character doing all their actions, such as movement, attacking, casting spells, and others individually, actions go around in a circle so that all characters who move are moving at the same time, and so one. Therefore, the round is divided into phases:

Movement Phase: Combatants act in order of lowest initiative to highest initiative.

Attack Phase: Combatants attack and deal damage in order of Highest to lowest initiative.

Spell Phase: Spells are cast in order of lowest to highest initiative.

Other Actions: Other actions occur.

Movement Phase

Combatants gain a +1 movement bonus to armor class and a -1 movement penalty to attack for each 10 feet of movement in combat. This armor class bonus doubles if the character is tumbling.

Attack Phase

Spell Phase:

Spells are one of the less immediate actions to perform in combat.

Other Actions

Special: Free Actions

A free action may be made during

Attacks

In Revised Third Edition a character would receive extra attacks in a round based on their base attack bonus, feats, spells and other effects. For balance purposes these attacks could only be made as part of a full-attack option.

Each round represents six seconds of action. Attacking an opponent once does not fill six seconds of action, and thus an attack represents a series of attempts to get past their opponents defenses and deal them damage. The attack roll represents the culmination of their efforts, and additional attacks are simply an increased ability to bypass an opponents defense.

Therefore, a character may make any number of additional attacks in a round as as long as they take no action in the movement phase. so long as their attack bonus is

Combat

Draionmere ZangharDraconis