It is not finished but I feel like I'm almost done but this is some way to play with stamina that is inspired by Eldon Ring One-Shot: O Ye of Little Faith, and not with the standard Initiative check to see who goes first. But I'm open for suggestions to how I can make this better and more balanced. This might look confusing.
Combat stamina
Total Stamina Pool; is equal to Character total class level plus their constitution modifier plus their proficiency bonus. If character is under level 5 add +3 to there stamina
The cost of actions is determined by the die you throw and the amount of die. unarmed strike - 2 D4 - 2 +1D4 - +1 D6 - 3 +1D6 - +1 D8 - 4 +1D8 - +1 D10 - 4 +1D10 - +2 D12 - 5 +1D12 - +3 If you do one attack its the 1time the cost but if you so another separate attack it is 2 times the cost
If it is the Monsters turn you can do reactions like doge or block if you have stamina left. Doge - 2 stamina and a Dex savings through that must be higher than there hit throw to succeed. Block - 3 stamina and through STR saving through that must be higher than Hit through with exception and if succeeded mines the opponent weapon damage die also with exception and if you throw a nat 20 the opponent is staggered so you get advantage on hit throw and do double damage.
Spells Damage cantrips use stamina cost like above. Non damage cantrips all take 3 stamina in battle but use none outside battle and if use as a surprise to start battle.
Prepared spells all use 2 stamina in battle but damage spells costs as much as above
if there armor class is under 18 they can roll a D4 and reduce damage taken. If above 18 roll D6 and reduce damage taken.
If they do a check during battle it will cost them : Strength - 3 Dexterity - 2 Constitution - 1 Intelligence - 1 Wisdom - 2 Charisma - 1 this is barely going to be used
If they encounter a entity they want to fight they get to go first but if the entity encounters them it gets to go first.
The entity gets 2 actions on its turn and 2 reactions to defend while it's the others turn
The players may fight untill everyone's stamina is finished or when they say they are done with there turn.
Player's don't have to throw initiative to see who goes first and they may fight in any order
You're walking speed dies not take stamina but to dash takes 1 stamina point
Overall I like the idea, but at that point you're essentially reworking the entire combat system. Make sure to run the system by your players before running the adventure, to ensure they are familiar with it. My main worry is that the system would slow combat down even more.
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It is not finished but I feel like I'm almost done but this is some way to play with stamina that is inspired by Eldon Ring One-Shot: O Ye of Little Faith, and not with the standard Initiative check to see who goes first. But I'm open for suggestions to how I can make this better and more balanced. This might look confusing.
Combat stamina
Total Stamina Pool; is equal to Character total class level plus their constitution modifier plus their proficiency bonus.
If character is under level 5 add +3 to there stamina
The cost of actions is determined by the die you throw and the amount of die.
unarmed strike - 2
D4 - 2 +1D4 - +1
D6 - 3 +1D6 - +1
D8 - 4 +1D8 - +1
D10 - 4 +1D10 - +2
D12 - 5 +1D12 - +3
If you do one attack its the 1time the cost but if you so another separate attack it is 2 times the cost
If it is the Monsters turn you can do reactions like doge or block if you have stamina left.
Doge - 2 stamina and a Dex savings through that must be higher than there hit throw to succeed.
Block - 3 stamina and through STR saving through that must be higher than Hit through with exception and if succeeded mines the opponent weapon damage die also with exception and if you throw a nat 20 the opponent is staggered so you get advantage on hit throw and do double damage.
Spells
Damage cantrips use stamina cost like above.
Non damage cantrips all take 3 stamina in battle but use none outside battle and if use as a surprise to start battle.
Prepared spells all use 2 stamina in battle but damage spells costs as much as above
if there armor class is under 18 they can roll a D4 and reduce damage taken. If above 18 roll D6 and reduce damage taken.
If they do a check during battle it will cost them :
Strength - 3
Dexterity - 2
Constitution - 1
Intelligence - 1
Wisdom - 2
Charisma - 1
this is barely going to be used
If they encounter a entity they want to fight they get to go first but if the entity encounters them it gets to go first.
The entity gets 2 actions on its turn and 2 reactions to defend while it's the others turn
The players may fight untill everyone's stamina is finished or when they say they are done with there turn.
Player's don't have to throw initiative to see who goes first and they may fight in any order
You're walking speed dies not take stamina but to dash takes 1 stamina point
Overall I like the idea, but at that point you're essentially reworking the entire combat system. Make sure to run the system by your players before running the adventure, to ensure they are familiar with it. My main worry is that the system would slow combat down even more.
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