The Simultaneous Combat System 2.0 A non-turned-based alternative combat system for D&D 5e The Premis e Like most DMs, I always want combat to feel exciting, dramatic, and above all: engaging. At my table, however, the current turn-based 5e system seems to limit these feelings to a considerable extent- especially with larger parties. Most of your time as a PC is spent silently waiting your turn and pretty much checking out of the action. In my mind, combat should feel chaotic, dangerous, unpredictable, and harrowing. In an attempt to re- create this sense of extreme and frantic danger, I’ve created an alternative to the turn-based 5e combat system called the Simultaneous Combat System. PCs no longer have the option to check-out of the action when its not their turn- because its always their turn. My goals with this system are this: - Increase PC & DM engagement - Decrease combat encounter play-time - Maintain 5E’s levels of crunch & strategy - Evoke a sense of frantic & unpredictable combat So here is the big change that this system revolves around - NO MORE INITIATIVE. And not only that - NO MORE TURNS. The Simultaneous Combat System gets rid of turn-based combat altogether in favor of near-real-time combat. *Think: the change made from FFVII to FFVII Remake This system is de fi nitely not for everyone- and that’s ok! If you like 5E combat exactly the way it is, then stop reading now, and go have fun at your table! But if you’re like me, and want to push the limits of what 5E has to o ff er, then let’s get weird. This system borrows heavily from ideas on the Dungeon Craft youtube channel, but I have clari fi ed and adapted them for ease of use. Note: This system works best with tabletop play with tokens or miniatures, and a ton of dice! I’m sure there is a way to adapt this to TotM or online play, so if you have thoughts on this- I’d love to hear it! What’s changed in 2.0 - The Action Cycle order has changed so Moves + Misc is now fi rst and Magic is last. This update addresses many balancing & combat pacing issues. - Attacks of Opportunity reactions have been re- introduced to lock down movements & re-balance melee-focused combat - The Action Cycle chart has been updated for ease-of-use, and a print-ready version is attached to the full PDF. How it Works: The Action Cycle Once the encounter has been set up on the board, play begins. In the Simultaneous Combat System (SCS), just as in standard 5e combat, each battle consists of several rounds. Inside each round, each player has the same amount of actions, movements, bonus actions, and reactions that they would typically have to work with in a round of standard 5e combat. The action economy does not change. Since there is no initiative order, actions and movements are all happening at the same time. To prevent absolute chaos, however, all actions are lumped into three resolution phases . Combat moves through these three resolution phases, resolving each type of action as it arises, and then repeats this Cycle 2 more times. The round then ends, and the next one begins at the top of the three resolution phases. Each round contains three trips through this Resolution Cycle. This cyclical process is called the Action Cycle - and it is the driving mechanic behind the SCS. The Action Cycle works in this order: - 1st: Moves + Misc. • Movements - During each Moves + Misc. phase, each character may move up to their total movement speed, just as in RAW. - All movement happens “simultaneously”. If it really matters who reaches an objective fi rst, a Dexterity contest between the moving characters determines who arrives at the destination fi rst. • Miscellaneous Actions - This is a large category and includes everything that is not an attack, spell, or movement (Dash, Disengage, Hide, Lay on Hands, etc.). These actions include any Action that does not directly cast a spell or make an attack (special class actions, e.g.). More on this later. - Movements & Misc. Actions may be split up and used in any order. For example you may move 10ft, use the Help action, then move another 10ft. - 2nd: Attacks • All melee & ranged attacks (including ranged/melee attack spells) - Every creature who intends to attack ( melee, ranged, or melee/ranged spell attacks ) rolls their attack roll and damage roll simultaneously. Each PC places their resulting Attack Roll d20 next to their token on the board. Starting from the highest attack roll to the lowest, the DM then resolves each attack. Meaning- each creature’s attack roll now also determines the order in which each attack lands . As the DM resolves attacks, the corresponding d20s are removed from the board making it easier to keep track of which attacks have already been resolved. - 3rd: Magic - This category includes any spells not requiring a ranged or melee attack roll. This includes any spell requiring a DC save from a target(s). A creature targeted by this type of spell must roll to save and any e ff ects of success/failure are applied immediately. - All spells happen “simultaneously” unless one spells casting would prevent another from being cast. In this case, a Dexterity contest between the two casters determines which is resolved fi rst. *This is a direct rip from Souls games, in which a caster’s Dex also determines the speed at which they cast. The Action Cycle then repeats for a 2nd & 3rd time, and any remaining actions are taken. Once the Action Cycle has completed three revolutions, the round ends, and the next begins at the beginning of the Action Cycle . Combat moves through as many rounds as are necessary until the battle ends. To keep track of the current cycle and round, here is a diagram I use with my players to keep everyone on the same page: Combat Overview Here is an overview of what a typical SCS fi ght would look like: - Round #1 - 1st Action Cycle • Moves + Misc. • Attacks • Magic - 2nd Action Cycle • Moves + Misc. • Attacks - No more Actions remain... (*It is rare for a Round of combat to progress through all 3 Action Cycles, due to most combatants running out of Actions/ Movements before all Cycles are complete) - Round #2 - 1st Action Cycle • Moves + Misc. • Attacks • Magic - 2nd Action Cycle And so on, and so on... Bonus Actions Just like normal actions, Bonus Action’s (BA’s) are lumped into three categories: Magic , Attacks , and Moves + Misc . BAs are resolved in the resolution phase in which they fi t. Spells with a BA casting time are resolved in the Magic phase. Extra attacks that can be used as BAs are resolved in the Attack phase. Every other kind of BA is resolved in the Moves + Misc. phase. Unless a BA is explicitly making an attack roll or casting a new spell, it automatically falls into the Moves + Misc. bucket. BAs can be used alone or in addition to a normal action in the same resolution phase. The user of the BA may decide the order in which their actions and BAs take place. For example: In the same Spell resolution phase, a Druid could choose to cast Shillelagh as a BA before or after casting Earth Tremor as a normal action. Or a Rogue could decide to move 5ft, Use m ov es + attac ks m ag i c m i sc. m ov es + attac ks m ag i c m i sc. m ov es + attac ks m ag i c m i sc. acti o n cyc le Disengage as a BA, and move another 10ft- all in the same Moves + Misc. phase. Optional: When using an Action & Bonus Action during the same Attacks phase, the attacker rolls both attack rolls together and may decide which die corresponds with which attack. *(This rule is made as a slight balancing advantage to melee-focused characters being as they will encounter this scenario far more frequently than other classes.) Example Battle Let’s take a look at an example fi ght to get a clear understanding of how these mechanics would play out in a real combat encounter. Our PCs- a Rogue, a Wizard, and a Paladin enter a room with with 3 angry Orcs wielding rusty swords. Combat breaks out. - Round 1 • 1st Cycle: - Moves + Misc. - The DM asks if anyone is moving, or using any miscellaneous actions. • The Wizard ducks behind the partial cover of a barrel • The Paladin moves forward to engage the large Orc • the small Orc moves across the room, making for the Wizard. • the medium Orc moves into melee range of the Rogue • the large Orc moves forward to engage the Paladin - Attacks - The DM asks if anyone is making a melee or ranged attack. • The medium Orc is slashing at the Rogue • The large Orc is swinging at the Paladin • The Paladin is slashing at the Large Orc • Based on the value of the attack rolls, the attacks are resolved in the following order: 1. 22: The large Orc hits fi rst dealing 6 damage to the Paladin 2. 16: The medium Orc hits next- the Rogue takes 3 damage. 3. 12: The Paladin goes last, but his swords clangs o ff the large Orc’s crude iron armor - Magic - The DM asks if anyone is using a spell. • The Wizard casts Acid Splash targeting the large & small Orcs. They both immediately roll and fail their saves. They both take 1d6 Acid DMG. • 2nd Cycle: - Moves + Misc. - The DM asks if anyone is moving, or using any miscellaneous actions. • The Rogue uses Disengage as a BA and then moves 15ft to fl ank the Large Orc (*In the SCS, Disengage also moves the user 5ft in any direction. More on this later) • The medium Orc pursues the Rogue • The small Orc hops the barrels and is within melee range of the Wizard - Attacks - The DM asks if anyone is attacking. • The Rogue makes a Sneak Attack on the large Orc • The small Orc stabs at the Wizard • Based on the value of the attack rolls, the attacks are resolved in the following order: 1. 19: The Rogue’s sneak attack lands and the large Orc takes 2d6+3 DMG 2. 16: The small Orc’s attack hits the Wizard for 3DMG - Magic - The DM asks if anyone is using a spell. • No spells are cast - Moves + Misc. - The DM asks if anyone is moving, or using any miscellaneous actions. • The Wizard moves to escape from the small Orc, and prompts an Attack of Opportunity. The small Orc misses. • No more Actions/Movements remain - *End of Round* - Round 2 • 1st Cycle: - Moves + Misc. - The DM asks if anyone is moving, or using any miscellaneous actions. • The Wizard moves around the top of the room to avoid the small Orc • The small Orc chases the Wizard, prompting an Attack of Opportunity from the Paladin. The Paladin lands his attack and the small Orc takes 1d8+5DMG. • The Paladin uses his Channel Divinity as a Bonus Action, targeting the large Orc. He gains advantage on attack rolls against the large Orc. - Attacks - The DM asks if anyone is attacking. • The Wizard casts Acid Arrow targeting the advancing small Orc • The Rogue makes a Sneak Attack against the medium Orc • The medium Orc slashes at the Rogue • The large Orc swings at the Paladin • The Paladin swings at the large Orc • Based on the value of the attack rolls, the attacks are resolved in the following order: 1. 22: The Paladin lands his hit fi rst and the large Orc takes 1d8+5 DMG 2. 21: The Rogue lands her sneak attack next. The medium Orc takes 2d6+3 DMG and dies before its attack can land. 3. 19: The large Orc’s swing hits and the Paladin takes 5 DMG 4. 16: The Wizard’s Acid Arrow lands and the small Orc takes 4d4 DMG and dies - Magic - The DM asks if anyone is using a spell. • No spells are cast • 2nd Cycle: - Moves + Misc. - The DM asks if anyone is moving, or using any miscellaneous actions. • The Rogue uses Disengage as a BA, and then 5ft of movement to get away from the large Orc • No more Actions/Movements remain - *End of Round* - Round 3 • 1st Cycle: - Moves + Misc. - The DM asks if anyone is moving, or using any miscellaneous actions. • No Actions are taken - Attacks - The DM asks if anyone is attacking. • The Wizard casts Scorching Ray against the large Orc • The Paladin attacks the large Orc • The large Orc uses Multi-Attack to make 2 swings at the Paladin • Based on the value of the attack rolls, the attacks are resolved in the following order: 1. 20: The Paladin lands his hit fi rst and the large Orc takes 1d8+5 DMG 2. 1 9: The large Orc’s 1st hot lands and the Paladin takes 5 DMG 3. 19: One of the Wizard’s scorching rays hits the large Orc for 2d6 DMG 4. 14: The large Orc’s 2nd attack swings wide and miss the Paladin 5. 11, 8: The Wizard’s remaining scorching rays miss the large Orc - Magic - The DM asks if anyone is using a spell. • No spells are cast • 2nd Cycle: - Moves + Misc. - The DM asks if anyone is moving, or using any miscellaneous actions. • The Rogue runs across the room to slide behind the large Orc - Attacks - The DM asks if anyone is attacking. • The Rogue makes a Sneak Attack on the large Orc - The Rogue rolls a 19 and hits. The Rogue’s dagger sinks into the large Orc’s heart and he takes 2d6+3 DMG and drops to the fl oor- dead. - END OF COMBAT! Quirks of the SCS - Disengage Using the Disengage action moves the user 5ft in any direction as well as preventing Attacks of Opportunity from this movement. This ruling is made to address some mechanical issues with combatants pursuing each other through combat. - Reactions Reactions behave pretty close to RAW in the SCS. Each character can use one Reaction per round. When a Reaction’s trigger occurs, the response interrupts the normal fl ow of combat and is immediately resolved. When you take a Reaction, you can’t take another one until the start of your next turn. This also applies to Opportunity Attacks. - Escaping Saving Throws A saving throw made to resist a spell's initial casting is made immediately when the spell is cast during the Magic resolution phase. All saving throws made to escape a status e ff ect already in place are resolved last thing in a Round before moving on to the next Round. To clarify: In the RAW, if a spell description states “At the end of each of its turns, the target can make a _____ saving throw. On a success, the spell ends.” or something similar- the roll made to escape this e ff ect occurs last in the order right before moving to the following Round of combat. - Lair/Legendary Actions Lair Actions occur at the top of the order during the fi rst Moves + Misc. phase of a round. Legendary Actions occur at the top of the order during the fi rst Magic phase of a round. *(I am a huge fan of Matt Colville’s Action Oriented Combat, and this system can be used to great e ff ect in the SCS) Things to Keep in Mind - DM Tips Here's a quick list of things that have helped while running an SCS game: - I mentioned this before but it’s pretty much a must-have— I always display the Action Cycle chart and a Round Tracker on the outside of my DM screen during encounters. I slide a paperclip or some other marker along the track as the battle progresses. I do this so the PCs and I know what round it is (this is very important and can quickly get confusing in the SCS), and so we all can keep the Action Cycle order in mind at all times. - While I roll my monster's attack rolls behind the screen, I almost always use standardized damages. Meaning- I don't roll for attack damage. I divide the maximum damage roll of a particular attack by 1/2, add the modi fi er, and use that number (1d10+4 = 5+4 = 9 DMG, e.g.). This tactic helps to streamline battle and speed things up. - This tip is de fi nitely not for everyone, but one I’m a big fan of. I usually standardize all enemy AC’s. Meaning I make all enemies have the same AC. If this would substantially lower an enemy’s AC, I give them more hit points. If this would substantially raise their AC, I give them less. Before battle, I tell my PCs the standardized AC of all the enemies they’re facing. This way when they roll their attack dice, they immediately know if their attack hit or not. Only attack dice that hit are placed on the board next to their tokens. Therefore, when the DM is going through the attacks in order of highest roll to lowest, all the misses are lumped together at the end and not even addressed. This requires a lot of trust at your table, and can really speed things up. Plus- who likes to hear the DM narrate how badly they missed! *this idea is ripped o ff straight from DungeonCraft who has a giant d20 facing outwards towards the party to show the AC of the entire encounter* - The Flow of the SCS Another way to think of the SCS is a horizontal combat system. Rather than going vertically down the list of each character’s actions before moving to the next, the SCS moves horizontally across each character’s “lists” of actions- resolving each type of action in a big chunk. - Tactics The SCS fundamentally changes a lot about how combat and thus strategy works in D&D. I can’t begin to list, or even imagine, all the ways in which tactics might change because of the loss of initiative and turn-based combat altogether, but a few things come to mind. A large mechanic a ff ected in the SCS when thinking tactically as a PC is planning & timing. As a PC, it is no longer in your best interest to sit back and plan an entire turn assuming you will be uninterrupted. The SCS leans much more on improvisation and adapting the the fi eld of combat as it develops around you. You are forced to think on your feet and immediately address your current situation. Meaning- your plans may suddenly change halfway through a round if you are suddenly charmed from afar, trigger a trap, or your intended target dies before you can get there! Another strategic element the SCS introduces is timing. In some cases, it may be bene fi cial to wait until later in the round when other combatants actions have played out to fi nally act. In other cases it may be a race against time to prevent some awful event from happening! - Exceptions The Simultaneous Combat System is a work in progress. I have done a lot of play-testing and tinkering to get it here, but there will always be edge-cases that throw a wrench in the works. As we all know, D&D- especially high-level play- is a game of exceptions. I'm positive that some scenarios, or spells, or feats, or mechanics break how the SCS works somehow. If you use the SCS, I would ask you to deal with these complications in the same way you deal will so much as a DM- adapt! This system is a home- brew endeavor that sometimes demands home- brew solutions. If you need to change and adapt the framework I've laid out here to your situation- do it! As long as you are transparent and fair with your players, you can all have a fantastic time! Final Thoughts If you’ve read this far, you’re probably considering trying this system out sometime. And I would say go for it! Get a few friends together and do a one- shot using the SCS. If you see some potential in it- great! At my table, the Simultaneous Combat System makes D&D 5e combat fast-paced, engaging, thrilling, unpredictable, immersive, and fun. What more could you want?! If you have any questions about the system, comments, suggestions, death threats, etc., please reach out to me on my Reddit: u/Objective_Peanut42 This is a living project, and I am constantly developing and shifting things around. If you have some thoughts on how to further develop the SCS, I’d love to hear them! Thanks for reading and happy rolling! **Attached to this PDF is a print-able version of the Action Cycle chart to display on the outside of your DM screen (Cut on dashed lines, fold on dotted.)** P C : AC : H P : P C : AC : H P : P C : AC : H P : P C : AC : H P : P C : AC : H P : P C : AC : H P : m ov es + attac ks m ag i c m i sc. m ov es + attac ks m ag i c m i sc. m ov es + attac ks m ag i c m i sc. acti o n cyc le ro u n d 1 2 3 4 5 6 7 8 9