boomwolf
2015-04-12, 08:12 AM
One of the things that bothered me the most of the d20 system, is that it seems like no matter how quick someone SHOULD be, he will act as often as the slowest turtle, all humans walk as fast without special class training and speed as a whole is not a factor.
So I came up with a simple new system, the C3 (Current Combat Count) that will build upon the initiative system, and expand it to make high-initiative PCs/NPCs/monsters actually ACT more.
The system is part of a total stand-alone overhaul I'm making to a d20 system variant (with new classes, magic system, etc) where a turn less lethal, and as such having first turn won't matter as much-but more turns will be useful for a squishy dex char.
However it is fully compatible with 3.5 and 5th edition DnD, and presumably pathfinder and 4th (don't remember their rules, but I THINK its the same.) and I think it will really mesh greatly in 5th, where "bonus attacks" are hardly a thing.
This system requires a bit more bookeeping, and is a bit confusing until you get used to it, but after that it gets fluid and improves gameplay, and effectifly enabling speed-based characters or enemy encounters.
The C3 system works the following:
1-At the beginning of an encounter each participant rolls a d20 and adds his base initiative (dex modifier+any abilities) to generate his starting C3.
2-The participant with the highest C3 score goes goes first and take a turn, losing 15 C3 (this CAN take you to negatives).
3-As long as there is a positive C3 value to any participant, repeat step 2 with the new highest score each time.
4-Once all participants reach 0 or lower C3, each rolls a d20 and adds his base initiative again to his CURRENT C3 (so, if you were on -3, rolled a 10 and had 5 base, you are now on 12), this counts as the end of a round for counting duration of effects/recharges/etc.
5-Rinse and repeat until the encounter is complete.
Naturally using this systems requires the "nerf" of every initiative boosting feat/ability as to the fact they can trigger multiple times in combat, and that extreme initiative shenanigans will lead to abusive number of turns. the quickest way is "half rounded up"
Not too complex, but overall I find it useful and fun.
Posted it here to see what you guys think of the system, and if any of you want to try it out I'll be glad-the more testing data the better I can tune it (maybe 15 C3 per turn is too much/little, the higher the count the less the rolls matters, but the more the base initiative matters)
So I came up with a simple new system, the C3 (Current Combat Count) that will build upon the initiative system, and expand it to make high-initiative PCs/NPCs/monsters actually ACT more.
The system is part of a total stand-alone overhaul I'm making to a d20 system variant (with new classes, magic system, etc) where a turn less lethal, and as such having first turn won't matter as much-but more turns will be useful for a squishy dex char.
However it is fully compatible with 3.5 and 5th edition DnD, and presumably pathfinder and 4th (don't remember their rules, but I THINK its the same.) and I think it will really mesh greatly in 5th, where "bonus attacks" are hardly a thing.
This system requires a bit more bookeeping, and is a bit confusing until you get used to it, but after that it gets fluid and improves gameplay, and effectifly enabling speed-based characters or enemy encounters.
The C3 system works the following:
1-At the beginning of an encounter each participant rolls a d20 and adds his base initiative (dex modifier+any abilities) to generate his starting C3.
2-The participant with the highest C3 score goes goes first and take a turn, losing 15 C3 (this CAN take you to negatives).
3-As long as there is a positive C3 value to any participant, repeat step 2 with the new highest score each time.
4-Once all participants reach 0 or lower C3, each rolls a d20 and adds his base initiative again to his CURRENT C3 (so, if you were on -3, rolled a 10 and had 5 base, you are now on 12), this counts as the end of a round for counting duration of effects/recharges/etc.
5-Rinse and repeat until the encounter is complete.
Naturally using this systems requires the "nerf" of every initiative boosting feat/ability as to the fact they can trigger multiple times in combat, and that extreme initiative shenanigans will lead to abusive number of turns. the quickest way is "half rounded up"
Not too complex, but overall I find it useful and fun.
Posted it here to see what you guys think of the system, and if any of you want to try it out I'll be glad-the more testing data the better I can tune it (maybe 15 C3 per turn is too much/little, the higher the count the less the rolls matters, but the more the base initiative matters)