So, the pdf is here and has the most updated version hopefully. If you dont want to click on it (viruses and stuff, it doesn't have one but you have the right to be cautious), thats perfectly fine, the rules are also below. I would appreciate good and bad feedback as I've done all I can but there are definitely some issues whether its hard to understand or unbalanced that I cant see and am hoping you guys can. (just make sure you've read the newest version before posting!)
RULES V.1
NOTE - These rules may be subject to change, and will be updated (old versions will have a separate pdf)
Alternate Combat - A Brief Background
Combat in d&d isn't actually that bad, and it would align pretty well with modern combat. Apart from a few things. If you are in a swordfight, the only thing between an actual fight and you and the enemy standing there whacking each other is your DM’s description. So, after seeing a forum post (credit to them for the idea) about how there wasn't initiative in 6e (as a joke) (link) I had the idea. What if there actually wasn't initiative?
Rules - New vs Old
Old
New
Initiative rolls
Everyone secretly tells the DM what they are doing (this works better online)
Two creatures attack each other and hit, they both take damage
If they both hit, roll damage. Whoever rolls higher wins, then subtracting the losers damage from the winners. Remaining damage is halved, and the loser takes that much
Action and bonus action
There are two mini turns. You pick the order of where your BA and A go. If you attack second and your opponent attacks first, you do not clash
Reaction
Reactions now are only used if a ability activates out of turn order (e.g legendary action) or if there is a surprise round
Legendary action
These give you an action out of combat, and is separate to the turn order
Movement
Movement is a BA
Disengaging
You can also use your movement speed now instead of as a BA. If it is as your second mini turn (so you use a BA first) and the opponent swings and hits you still take damage. If you do it first and they attack then they will miss. Your opponent will get disadvantage on any attacks in the same mini turn you disengage, and if you disengage first mini action and your opponent attacks second it will auto miss
Readying an action
If something happens in either two mini turns for anyone that meets the condition it will trigger
Dodge, hide, help, dash, search, use an object or any other non attacking action
If your opponent does something in the same mini turn (like attack) then that happens first, then your one activates
Spell attacks
If it is a ranged, look under ranged attacks below. If it is melee but not tangible, say burning hands, ignore clashes. If it is a spell that conjures a tangible weapon clashes still happen
Spells (support)
Support spells, like haste will come into play in the next round for the target.
Ranged attacks
Ranged attacks, even against melee attacks cannot clash. They will hit the target without clashing
Example of a round
Peter (Barbarian), John (Ranger), Sally (Rouge) and Mark (Sorcerer)
Peter: BA - rage, then A Attack with greataxe
John - A Attack with bow BA hunters mark
Sally - A Attack with dagger, BA disengage
Mark - A Firebolt, BA N/A
Orc 1, Orc 2, Orc 3, Orc 4
Orc 1 - A Greatclub BA N/A
Orc 2 - BA Move 30ft A Greatclub
Orc 3 - BA N/A A Greatclub BA N/A
Orc 4 -A Greatclub BA N/A
Peter & Orc 1 - Peter rages and Orc 1 attacks with a greatclub. It hits and Peter takes 7 damage. Then Peter attacks and deals 13 damage to Orc 1, who dies.
John & Orc 2 - John shoots the Orc for 5 damage and Orc 2 runs up to John. John then uses hunters mark on Orc 2, and Orc 2 hits John for 9 damage
Sally and Orc 3 - Sally stabs Orc 3 for 6 damage and Orc 3 does nothing. Orc 3 then tries to attack Sally but she disengages and Orc 3 gets disadvantage and misses.
Mark and Orc 4 - Mark deals 5 damage to Orc 4 with a firebolt but Orc 4 knocks him unconscious
And those are the basics! Any suggestions can be posted on d&d beyond and though I will probably change this a lot, I’ll try to remember to keep backups of all of the past versions!
Have you ever play tested this? it strikes me as something that would resolve very slowly, doubling + the amount of time IRL it'd take to resolve combat. There is some weirdness that could happen with movement too. You could end up with people just running around in circles not actually ever fighting. No? As a ranged character wouldn't you just always move slightly on your turn so that a melee enemy could never catch you, since they don't know where you're going to end up at? It's be like a game of blindfolded whack-a-mole... no?
Rollback Post to RevisionRollBack
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
So, the pdf is here and has the most updated version hopefully. If you dont want to click on it (viruses and stuff, it doesn't have one but you have the right to be cautious), thats perfectly fine, the rules are also below. I would appreciate good and bad feedback as I've done all I can but there are definitely some issues whether its hard to understand or unbalanced that I cant see and am hoping you guys can. (just make sure you've read the newest version before posting!)
RULES V.1
NOTE - These rules may be subject to change, and will be updated (old versions will have a separate pdf)
Alternate Combat - A Brief Background
Combat in d&d isn't actually that bad, and it would align pretty well with modern combat. Apart from a few things. If you are in a swordfight, the only thing between an actual fight and you and the enemy standing there whacking each other is your DM’s description. So, after seeing a forum post (credit to them for the idea) about how there wasn't initiative in 6e (as a joke) (link) I had the idea. What if there actually wasn't initiative?
Rules - New vs Old
Old
New
Initiative rolls
Everyone secretly tells the DM what they are doing (this works better online)
Two creatures attack each other and hit, they both take damage
If they both hit, roll damage. Whoever rolls higher wins, then subtracting the losers damage from the winners. Remaining damage is halved, and the loser takes that much
Action and bonus action
There are two mini turns. You pick the order of where your BA and A go. If you attack second and your opponent attacks first, you do not clash
Reaction
Reactions now are only used if a ability activates out of turn order (e.g legendary action) or if there is a surprise round
Legendary action
These give you an action out of combat, and is separate to the turn order
Movement
Movement is a BA
Disengaging
You can also use your movement speed now instead of as a BA. If it is as your second mini turn (so you use a BA first) and the opponent swings and hits you still take damage. If you do it first and they attack then they will miss. Your opponent will get disadvantage on any attacks in the same mini turn you disengage, and if you disengage first mini action and your opponent attacks second it will auto miss
Readying an action
If something happens in either two mini turns for anyone that meets the condition it will trigger
Dodge, hide, help, dash, search, use an object or any other non attacking action
If your opponent does something in the same mini turn (like attack) then that happens first, then your one activates
Spell attacks
If it is a ranged, look under ranged attacks below. If it is melee but not tangible, say burning hands, ignore clashes. If it is a spell that conjures a tangible weapon clashes still happen
Spells (support)
Support spells, like haste will come into play in the next round for the target.
Ranged attacks
Ranged attacks, even against melee attacks cannot clash. They will hit the target without clashing
Example of a round
Peter (Barbarian), John (Ranger), Sally (Rouge) and Mark (Sorcerer)
Peter: BA - rage, then A Attack with greataxe
John - A Attack with bow BA hunters mark
Sally - A Attack with dagger, BA disengage
Mark - A Firebolt, BA N/A
Orc 1, Orc 2, Orc 3, Orc 4
Orc 1 - A Greatclub BA N/A
Orc 2 - BA Move 30ft A Greatclub
Orc 3 - BA N/A A Greatclub BA N/A
Orc 4 -A Greatclub BA N/A
Peter & Orc 1 - Peter rages and Orc 1 attacks with a greatclub. It hits and Peter takes 7 damage. Then Peter attacks and deals 13 damage to Orc 1, who dies.
John & Orc 2 - John shoots the Orc for 5 damage and Orc 2 runs up to John. John then uses hunters mark on Orc 2, and Orc 2 hits John for 9 damage
Sally and Orc 3 - Sally stabs Orc 3 for 6 damage and Orc 3 does nothing. Orc 3 then tries to attack Sally but she disengages and Orc 3 gets disadvantage and misses.
Mark and Orc 4 - Mark deals 5 damage to Orc 4 with a firebolt but Orc 4 knocks him unconscious
And those are the basics! Any suggestions can be posted on d&d beyond and though I will probably change this a lot, I’ll try to remember to keep backups of all of the past versions!
Have you ever play tested this? it strikes me as something that would resolve very slowly, doubling + the amount of time IRL it'd take to resolve combat. There is some weirdness that could happen with movement too. You could end up with people just running around in circles not actually ever fighting. No? As a ranged character wouldn't you just always move slightly on your turn so that a melee enemy could never catch you, since they don't know where you're going to end up at? It's be like a game of blindfolded whack-a-mole... no?
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
its been tested and again, its not perfect, just an idea