addresses many balancing & combat pacing The Simultaneous issues. Combat System 2.0 - Attacks of Opportunity reactions have been re- introduced to lock down movements & re-balance melee-focused combat A non-turned-based alternative combat system for D&D 5e - The Action Cycle chart has been updated for ease-of-use, and a print-ready version is attached to the full PDF. The Premis Like most DMs, I always want combat to feel How it Works: The Action Cycle exciting, dramatic, and above all: engaging. At my table, however, the current turn-based 5e system Once the encounter has been set up on the board, seems to limit these feelings to a considerable play begins. In the Simultaneous Combat System extent- especially with larger parties. Most of your (SCS), just as in standard 5e combat, each battle time as a PC is spent silently waiting your turn and consists of several rounds. Inside each round, each pretty much checking out of the action. In my mind, player has the same amount of actions, combat should feel chaotic, dangerous, movements, bonus actions, and reactions that they unpredictable, and harrowing. In an attempt to re- would typically have to work with in a round of create this sense of extreme and frantic danger, I’ve standard 5e combat. The action economy does not created an alternative to the turn-based 5e combat change. system called the Simultaneous Combat System. PCs no longer have the option to check-out of the Since there is no initiative order, actions and action when its not their turn- because its always movements are all happening at the same time. To their turn. prevent absolute chaos, however, all actions are lumped into three resolution phases. Combat moves My goals with this system are this: through these three resolution phases, resolving - Increase PC & DM engagement each type of action as it arises, and then repeats this Cycle 2 more times. The round then ends, and - Decrease combat encounter play-time the next one begins at the top of the three resolution phases. Each round contains three trips - Maintain 5E’s levels of crunch & strategy through this Resolution Cycle. This cyclical process - Evoke a sense of frantic & unpredictable combat is called the Action Cycle- and it is the driving mechanic behind the SCS. The Action Cycle works So here is the big change that this system revolves in this order: around - NO MORE INITIATIVE. And not only that - NO MORE TURNS. The Simultaneous Combat - 1st: Moves + Misc. System gets rid of turn-based combat altogether in favor of near-real-time combat. *Think: the change made • Movements from FFVII to FFVII Remake - During each Moves + Misc. phase, each This system is de nitely not for everyone- and that’s character may move up to their total ok! If you like 5E combat exactly the way it is, then movement speed, just as in RAW. stop reading now, and go have fun at your table! - All movement happens “simultaneously”. If it But if you’re like me, and want to push the limits of really matters who reaches an objective rst, what 5E has to o er, then let’s get weird. a Dexterity contest between the moving This system borrows heavily from ideas on the characters determines who arrives at the Dungeon Craft youtube channel, but I have clari ed destination rst. and adapted them for ease of use. • Miscellaneous Actions 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 - This is a large category and includes TotM or online play, so if you have thoughts on this- I’d love to hear it! everything that is not an attack, spell, or movement (Dash, Disengage, Hide, Lay on Hands, etc.). These actions include any What’s changed in 2.0 Action that does not directly cast a spell or make an attack (special class actions, e.g.). - The Action Cycle order has changed so Moves + More on this later. Misc is now rst and Magic is last. This update fi fi e ff fi fi fi - Movements & Misc. Actions may be split up and used in any order. For example you may Combat Overview move 10ft, use the Help action, then move another 10ft. Here is an overview of what a typical SCS ght would look like: - 2nd: Attacks - Round #1 • All melee & ranged attacks (including - 1st Action Cycle ranged/melee attack spells) - Every creature who intends to attack (melee, • Moves + Misc. ranged, or melee/ranged spell attacks) • Attacks rolls their attack roll and damage roll simultaneously. Each PC places their • Magic resulting Attack Roll d20 next to their token - 2nd Action Cycle on the board. Starting from the highest attack roll to the lowest, the DM then • Moves + Misc. resolves each attack. Meaning- each creature’s attack roll now also determines • Attacks the order in which each attack lands. As - No more Actions remain… the DM resolves attacks, the corresponding (*It is rare for a Round of combat to progress through all 3 d20s are removed from the board making it Action Cycles, due to most combatants running out of Actions/ easier to keep track of which attacks have Movements before all Cycles are complete) already been resolved. - Round #2 - 3rd: Magic - 1st Action Cycle - This category includes any spells not requiring a ranged or melee attack roll. • Moves + Misc. This includes any spell requiring a DC save from a target(s). A creature targeted by this • Attacks type of spell must roll to save and any • Magic e ects of success/failure are applied immediately. - 2nd Action Cycle - All spells happen “simultaneously” unless And so on, and so on… one spells casting would prevent another from being cast. In this case, a Dexterity contest between the two casters determines Bonus Actions which is resolved rst. *This is a direct rip from Souls games, in which a caster’s Dex also determines the speed at Just like normal actions, Bonus Action’s (BA’s) are which they cast. lumped into three categories: Magic, Attacks, and Moves + Misc. BAs are resolved in the resolution The Action Cycle then repeats for a 2nd & 3rd time, phase in which they t. Spells with a BA casting and any remaining actions are taken. time are resolved in the Magic phase. Extra attacks that can be used as BAs are resolved in the Attack Once the Action Cycle has completed three phase. Every other kind of BA is resolved in the revolutions, the round ends, and the next begins at Moves + Misc. phase. Unless a BA is explicitly the beginning of the Action Cycle. Combat moves making an attack roll or casting a new spell, it through as many rounds as are necessary until the automatically falls into the Moves + Misc. bucket. battle ends. BAs can be used alone or in addition to a normal To keep track of the current cycle and round, here is action in the same resolution phase. The user of the a diagram I use with my players to keep everyone BA may decide the order in which their actions and on the same page: BAs take place. For example: In the same Spell resolution phase, a acti o n cyc le 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 c ks c ks c ks mis s + mis s + mis s + gic gic gic c. c. c. ve ve ve a a a ma ma ma at t at t at t mo mo mo ff fi fi fi Disengage as a BA, and move another 10ft- all in both attack rolls together and may decide which die the same Moves + Misc. phase. corresponds with which attack. *(This rule is made as a slight balancing advantage to melee-focused characters being as they Optional: When using an Action & Bonus Action will encounter this scenario far more frequently than other classes.) during the same Attacks phase, the attacker rolls Example Battle Let’s take a look at an example 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 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 the large Orc’s crude iron armor ff fi fi - 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 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 fl - 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 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 fi • 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 rst and the large Orc takes 1d8+5 DMG 2. 19: 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 fi • 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 oor- dead. - END OF COMBAT! fl Quirks of the SCS - Disengage battle progresses. I do this so the PCs and I know what round it is (this is very important and can Using the Disengage action moves the user 5ft in quickly get confusing in the SCS), and so we all any direction as well as preventing Attacks of can keep the Action Cycle order in mind at all Opportunity from this movement. This ruling is times. made to address some mechanical issues with combatants pursuing each other through combat. - While I roll my monster's attack rolls behind the screen, I almost always use standardized - Reactions damages. Meaning- I don't roll for attack Reactions behave pretty close to RAW in the SCS. damage. I divide the maximum damage roll of a Each character can use one Reaction per round. particular attack by 1/2, add the modi er, and use When a Reaction’s trigger occurs, the response that number (1d10+4 = 5+4 = 9 DMG, e.g.). This interrupts the normal ow of combat and is tactic helps to streamline battle and speed things immediately resolved. When you take a Reaction, up. you can’t take another one until the start of your - This tip is de nitely not for everyone, but one I’m next turn. This also applies to Opportunity a big fan of. I usually standardize all enemy AC’s. Attacks. Meaning I make all enemies have the same AC. If this would substantially lower an enemy’s AC, I - Escaping Saving Throws give them more hit points. If this would A saving throw made to resist a spell's initial substantially raise their AC, I give them less. Before battle, I tell my PCs the standardized AC casting is made immediately when the spell is cast of all the enemies they’re facing. This way when during the Magic resolution phase. they roll their attack dice, they immediately know All saving throws made to escape a status e ect if their attack hit or not. Only attack dice that hit already in place are resolved last thing in a Round are placed on the board next to their tokens. before moving on to the next Round. Therefore, when the DM is going through the attacks in order of highest roll to lowest, all the To clarify: In the RAW, if a spell description states misses are lumped together at the end and not “At the end of each of its turns, the target can make even addressed. This requires a lot of trust at a _____ saving throw. On a success, the spell your table, and can really speed things up. Plus- ends.” or something similar- the roll made to who likes to hear the DM narrate how badly they escape this e ect occurs last in the order right missed! *this idea is ripped o straight from DungeonCraft who before moving to the following Round of combat. has a giant d20 facing outwards towards the party to show the AC of the entire encounter* - Lair/Legendary Actions - The Flow of the SCS Lair Actions occur at the top of the order during the rst Moves + Misc. phase of a round. Legendary Another way to think of the SCS is a horizontal Actions occur at the top of the order during the rst combat system. Rather than going vertically down Magic phase of a round. *(I am a huge fan of Matt Colville’s the list of each character’s actions before moving to Action Oriented Combat, and this system can be used to great e ect in the next, the SCS moves horizontally across each the SCS) character’s “lists” of actions- resolving each type of action in a big chunk. Things to Keep in Mind - Tactics The SCS fundamentally changes a lot about how - DM Tips combat and thus strategy works in D&D. I can’t begin to list, or even imagine, all the ways in which Here's a quick list of things that have helped while tactics might change because of the loss of running an SCS game: initiative and turn-based combat altogether, but a - I mentioned this before but it’s pretty much a few things come to mind. must-have— I always display the Action Cycle A large mechanic a ected in the SCS when thinking chart and a Round Tracker on the outside of my tactically as a PC is planning & timing. As a PC, it is DM screen during encounters. I slide a paperclip no longer in your best interest to sit back and plan or some other marker along the track as the an entire turn assuming you will be uninterrupted. fi fi ff ff fl ff fi ff ff fi The SCS leans much more on improvisation and Thanks for reading and happy rolling! adapting the the eld of combat as it develops around you. **Attached to this PDF is a print-able version of the Action Cycle chart to display on the outside You are forced to think on your feet and of your DM screen (Cut on dashed lines, fold on immediately address your current situation. dotted.)** 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 cial to wait until later in the round when other combatants actions have played out to 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! fi fi fi mo ve 1 mis s + c. at t a HP: HP: c ks ma gic PC: AC : PC: AC : mo ves mis + c. HP: HP: at t a c ks ro u n d ma PC: AC : PC: AC : gic acti o n cyc le mo ve mis s + c. HP: HP: at t a c ks PC: AC : PC: AC : ma 2 3 4 5 6 7 8 9 gic
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