Khari kneels before an unopened chest, hoping to find something useful therein. Behind her about 15' back in an arc are Kirkas, Dakora, Castellan and Serynah. Turn's out the chest is a mimic. Mimic takes a grab at Khari, fails, and I call for initiative.
I then go around the table asking for your result. Kirkas 17, Dakora 11, Serynah 12, Khari 12 and Castellan 9. I enter these in the appropriate field on the combat sheet. The monster's initiative is already there. The dice roller and modifier were input when I “built” the encounter. The sheet is formatted to indicate who goes first, second and third. In THIS case Kirkas is first, Serynah is second and Khari is third.
Kirkas tell's me he going to attack with his bow. He rolls 2d20 to determine if he hits, then rolls to determine damage done. I update the mimics HP according AND note that Kirkas has spent 1 AP AND note that the thing Kirkas did (fire his bow) takes 8 tics. Since he STARTED on 17 the spreadsheet then indicates that Kirkas will go again at 9.
Next up is Serynah. She opts for a 3rd level sleep spell. She rolls a d20 to see if she successfully casts the spell. She'll need to roll 10 or better (10+spell level-charisma modifier.) She's successful but a Mimic has an average of 58 HP. Even if she rolled all 8's she'd only score a 56 and be unable to Sleep the Mimic, so no joy. I note that she has spent TWO AP (to cast a leveled spell) and that it took 3 tics (one per level.) Since she started on 12 she will next go on 9.
Khari is up next at 12, followed now by Dakora (11), Kirkas (9), Sareynah (9), and Castellan (9.) Khari opts to use her wild shape. This uses all three AP and takes the rest of this turn so she's done.
Dakora opts for Witch Bolt. She successfully casts the spell and the arc of energy connects to the mimic. Since she cast it at 4th level she'll do 4d12 damage this turn and 1d12 for every turn hereafter so long as she concentrates and takes no further actions. Casting the spell costs her 2 AP and 4 tics. She'll be up again at 7.
Kirkas decides his archery isn't strong enough so he swaps out his bow for Swiftstrike. That's an action and takes a tic. He has 1 AP left and will be back up at 8.
Serynah is up next and has only one AP left. Move? Probably not. Fire bolt. No need to check success as cantrips are always successful. She DOES need to hit on a ranged attack. BOOM! She hits. And now that she's 5th level it does 2d10 damage. But her AP are spent so she's done.
Castellan finally gets to step up. So to speak.. He summons Selune's Strike which takes one tick but costs no AP, but he has to wait for the next tic. As the cantrip takes effect Kirkas gets to go again.
But wait! Oh no! The mimic is ALSO in at 9. That wicked tongue lashes out at the now-wildshaped Khari. It hits, does 7 points of damage. Khari gets to try to avoid the grapple with STR vs DC 13. Let's say she doesn't. The mimic only has one attack so IT'S done but it'll be biting down NEXT turn.
Kirkas and Castellan go again at 8. Kirkas casts Hunters Mark (0 AP) for 1 tic, moving to 7. Castellan realizes he probably should have cast Moonbeam so he does it NOW … spending 2 AP. He succeeds at casting it, the mimic fails it's ST at disadvantage and begins to morph back into its gloppy shape. It takes radiant damage from the beam. Kirkas now has to move to get close enough to swing, using his final AP.
Dakora maintains her concentration hoping to finish the beast next round. And unless I've missed something above thus endeth the round. Six seconds. Roll again? Doubtful. I'd likely allow Dakora's Bolt and Castellan's Beam to finish the beast without playing it out.
The initial guideline for the whole shebang was Greyhawk Initiative. And I've used Tao for guidance. And a handful of other content creators. I keep tinkering with this table to make it better. Latest iteration (NOT used above – will use next session.)
Most stuff: 1
Move, per 10': 1
Spell: 1 per level
Grapple, Potion, poison: 5
Find something: 1d8+2
But the problem is weapons. How long should it take to use them? OLD system was 2 for light/finesse. 4 for versatile, 6 for heavy, 8 for bows and 10 for crossbows.
So I'm gonna try this next time:
Light/finesse 1. Heavy/2-handed 3. And I'm still trying to come up
with SOMETHING that makes sense for archery. Optimum real world rate
of speed I've found was 12 arrows per minute which implies only 1.2
per melee round. By "rule" Kirkas could fire up to six. I need to do more
research and do NOT wanna penalize Kirkas.
And after sleeping on this the long term solution becomes clear: ranged weapon attacks require 2 AP. Suggestions welcome.
I'm intrigued by the fact that you use ticks outside of "PC and enemy are simultaneous" scenarios. I feel it would threaten to be a lot of bookkeeping ... but it makes perfect sense that you developed a spreadsheet to track everything. Another win for automation of individual parts of the game.
ReplyDeleteLike you, I use action points, but each character takes their whole turn individually. Whereas it seems that the effect of using ticks is that each player's turn is (forcibly!) interleaved with that of the others. What do you see as the benefit to the game from this arrangement?
There are a few. First it keeps all attentive as the battle space is changing constantly and there isn't much time between a players segments. Second we tend to like the cinematographical (?) aspect. In the all at once approach a character can run up, attack, run away and hide, exposing themselves to only an attack of opportunity. With the tic method you never know when that attack is going to come. AoE spells become a challenge as well. If a PC can enter and leave the "intended" area of effect there's no cost, but if it's standing in the middle when the caster's ready to throw the caster has a choice to make: hit the PC or maybe end up allowing the monster to attack instead. All in all we find it promotes planning, teamwork and tactics as each decision impacts the next.
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