Ceres
2007-06-02, 08:03 PM
Ever felt that combat in D&D can get a little routine and predictable? Having a hard time visualising a battle where the combatants take turns acting for six seconds? Then perhaps the "shots" variant initiative-system is for you! The aim of the system is to give combat a better feel of pace, and make play more cinematic, as well as creating new possibilities for tactical gameplay.
The shots-system is the system used in the rpg Feng Shui, a game set in the world of Hong Kong action-movies. The combat there is simplistic, but manages to capture the hectic feel of a battle better than D20 in my opinion.
When I went back to playing D&D, combat seemed more of a drag than ever, and I decided to implement "shots" into my D&D-campaign. The game I ran was already packed with houserules, and thus the system I used can't be imported directly into a standard D&D game. But I've decided to convert it to fit into the more traditional rules in hope that others will be able to benefit from the system as much as I have. So without further ado: The D20 shots-system.
Terminology:
Shot: Approximately one second of time. The shortest unit of time in the system.
Round: Four shots. Translates roughly to a round in traditional D&D, and is used for most of the traditional rules concerning rounds.
Sequence: A period of 20 shots. This could be more or less if you are using a custom table, as it is only limited by the size of your shots-table.
Picture of my custom shots-table. Following the post will be a lot easier if you've seen the image.
(Warning, large image.)
http://i58.photobucket.com/albums/g267/Monokkel/shots_jpg.jpg
As I believe it is the easiest way to learn it, I will present the different rules in the order that they would logically be used in a real session:
Initiative: All players roll initiative, and the Dungeon Master rolls initiative for the NPCs. The higher you roll, the higher you will be in the shots-table when the combat starts. You roll a d20, and use the same modifiers you would use when throwing initiative in a regular D&D combat.
If you roll 9 or lower, you start on shot 18. If you roll from 10-19 you start on shot 19. If you roll 20 or higher, you start on shot 20.
This system ensures that no players will be able to pound away on someone for more than two seconds before they can react, and also avoids not making dexterity too powerful. However, you might want to change the numbers the players will have to roll depending on your play-style and the power-level of your campaign.
Each player has a custom counter (Mine use blank d4s with their names written on them, but anything will do), and the dungeon-master will need a large variety of small counters for NPCs (coloured beads do nicely). The counters are placed on shot 18, 19 or 20, depending on how high the initiative-roll was. The ones who have their counters on the highest number can then act.
Deciding who goes first: There will always be several counters on the same shot in a combat, and you will need to have a way to determine who goes first when this happens.
After feedback from the community, I believe to have found the to fastest and fairest ways to do this.
The first is keeping track of what initiative each character rolled initially, having the one who had the higher roll go first if there are several characters on one shot. If there is a tie, have the characters roll an unmodified d20s to determine who goes first. (Thanks to Miles Invictus for this rule)
Another possibility is having the one with the highest dexterity-score go first. If there is a tie, have the characters in question roll unmodified d20s to determine who goes first. (Thanks to Fax_Celestis)
Actions: Once it has been decided who goes first, the character will have to decide what to do on that shot. Different actions take different amounts of time. I will go into detail later on, but if not stated otherwise actions in traditional D&D translates into this in the shots-system:
Free-action: One shot
Move-action: Two shots
Standard-action: Three shots
Full-round-action: Four shots
When you execute the action, you move your counter this amount of shots down the table. Even though actions take multiple shots, they are considered to be executed on the first shot. Thus, if you can act on shot 15, and you attack someone who can act on shot 14, you resolve the attack on them before they can act, even though your attack takes three shots.
After you are done with your action and have moved your counter, the character that then has the highest number on the shots-table can act. When a characters counter reaches shot "0" or lower, he places his counter on one of the top four shots, depending on where he landed. For instance, if you are on shot 1 and perform a standard acton, taking three shots, you end up on shot -2 (1 - 3 = -2). Shot 0 translates to shot 20, -1 to 19, -2 to 18 and -3 to 17. Place your counter outside the appropriate shot, and wait for all characters who are still in the previous sequence to finish. When everyone have moved their counters back to the top row, place the counters inside the "shot-slots" and keep playing as normal.
Shot-costs of specific actions
1-shot actions:
1-shot actions includes anything described as a free-action in traditional D&D, as well as some things that aren't usually considered to take any time at all (such as 5-foot steps). However, most one-shot actions can be done at the same time as actions taking longer, thus still making them "free" in most cases.
If a 1-shot action is combined with a two-shot action they can be combined into a single three-shot action. This might not seem to make much of a difference, but being able to execute two actions before the guy on the shot after you is able to act can sometimes be very handy.
If a 1-shot action is combined with an action taking three shots or more, the 1-shot action takes 0 shots. However, this can only be done when the two actions can logically be used at the same time. Thus no THF and shuriken-throwing at the same time. Moving and attacking in the same three shots is a common example of a combined action. Also, only one 1-shot action can be combined at a time. Thus you can't both attack (3 shots), 5-foot-step (1 shot) and cast a quickened spell (1 shot), all in 3 shots.
You can also combine a 1-shot action with another 1-shot action into a 2-shot action, but not three 1-shot actions into a 3-shot action.
Special: Speaking Though speaking is described as a free-action it does not hinder you in doing other free-actions, provided they are not verbal in nature.
Specific 1-shot actions:
5-foot-step: Some players might want to keep the 5-foot-step holy, as making it incompatible with doing other free-actions in the same shot will make some tactics in traditional D&D impossible. However, with the way the movement-system works in my system, I believe it is the best way to do it. Normal move: In one shot you can move a number of feet equal to one third of your "move". Thus a normal human can move 10ft (30ft / 3) in one second. This becomes 60ft in 6 seconds (shots), the same distance as one could walk in one round with a double move.
This rule might become a problem for creatures with speeds not dividable by three, especially if you want to keep creatures inside the combat-grid. Rounding down to the nearest 5ft is a possible solution, but it will mean that dwarves could only move 5ft a second. You might allow characters with such low move-ratings to move as if they had higher speeds when walking, or just have them running more. Run: You can run up to 2/3 of your move in one shot. This means that an average human could run 20 ft (30ft * 2/3). However, this must be in a straight line. If you combine a run-action with an attack, this counts as a charge, and gives you the normal +2 to hit and -2 to AC.
MOVEMENT TABLE
{table=head]Move |walk (exact)|run (exact)|walk (squares)|run (squares)
5 ft|
1 ft|
3 ft (1 square)|
1|
1
10 ft|
3 ft|
6 ft|
1|
1
15 ft|
5 ft|
10 ft|
1|
2
20 ft|
6 ft|
13 ft|
1|
2
30 ft|
10 ft|
20 ft|
2|
4
40 ft|
13 ft|
26 ft|
2|
5
50 ft|
16 ft|
33 ft|
3|
6
60 ft|
20 ft|
40 ft|
4|
8[/table] Cast quickened spell Loading a bow: Without any feats, loading a bow takes one shot. Continuous actions: Any repetitive action, such as pciking a lock, takes one and one shot until it is completed. Delay: Standing around doing nothing is always a good way to use a shot. Anything else described as a free-action in traditional D&D and not mentioned another place in this post
2-shot actions:
2-shot actions can hardly be called move-actions anymore since moving is now in the area of free-actions, but other actions than moving described as move-actions usually still fall within this category.
Specific 2-shot actions:
Firing a bow or crossbow: If your bow or crossbow is already loaded, firing it takes two shots. Loading a crossbow: Without any feats, loading a crossbow takes two shots. Draw a weapon Anything else described as a move-action in traditional D&D and not mentioned another place in this post
3-shot actions:
Are mostly what was called standard-actions before. This is the number of shots a character will usually be spending each time it is his turn, usually combined with a 1-shot-action.
Specific 3-shot actions:
A single attack: The most basic of all attacks takes three shots to execute. If combined with a 1-shot run-action, the attack counts as a charge. Casting a spell: This applies to spells normally having a casting-time of one standard-action. Anything else described as a standard-action in traditional D&D and not mentioned another place in this post
4-shot actions
Mostly actions that were considered full-round actions before. That they take 4 seconds as opposed to six is unproblematic in most cases, and for most action I think it gives the best balance compared to other actions. The main reason for not exceeding four shots is still that it would ruin the whole point of the shots-system, which is to create a more dynamic combat which is not split up into large bulks of time.
Specific 4-shot actions:
Full attack: This includes attacking with two weapons, a monk's flurry or multiple attacks due to high BaB. Characters will be swinging their swords 50% faster than in traditional D&D. Though this is not usually a problem, especially at low levels. Anything else described as a full-round-action in traditional D&D and not mentioned another place in this post
Durations of spells and effects:
Perhaps the hardest things to convert from traditional D&D initiative into the shots-system are spells and effects with short durations. The problems with spell-durations arise when keeping track of when a spell or effect expires.
The best way is probably to write down on what shot the effect expires. When the last character reaches the shot noted, the effect ends. For effects with durations short enough to end within the current sequence, you might want to place a special spell-counter on the shot in question to remind you. For effects with longer durations, noting it down is probably better.
You will have to decide whether you let effects with durations such as 1 round/level last 4 shots/level or 6 shots/level. Personally I use 4 shots/level, but there really isn't much reason not to keep them at 6 shots/level other than to avoid confusion in using two different types of rounds.
Short example of play:
Haley the rogue and Elan the bard have encountered a group of four hobgoblins in a castle courtyard. There is 30' between them. They roll initiative.
Elan rolls 12 + 2 = 14, and thus begins on shot 19.
Haley rolls 15 + 5 = 20, and begins on shot 20.
The hobgoblins roll 3, 9 and 16, so two of them begin on shot 18, and one on shot 19.
Haley decides to shoot a hobgoblin with her bow. She combines drawing an arrow (1 shot) with firing an arrow (2 shots) into a 3-shot action. She cannot 5ft-step at the same time, as the combined action already includes a 1-shot action. The hobgoblin has not acted yet, and is thus flat-footed, so it is easily a hit, dropping lifeless to the ground. Haley moves her counter three shots down, to shot 17.
Seeing that there are no more counters on shot 20, we move on to shot 19. Both Elan and a hobgoblin are placed on this shot. The DM has decided to let the one who rolled the highest initiative initially act first when there is a tie, thus the hobgoblin can act before Elan.
The hobgoblin wields a longspear, and thus only needs to cover 20ft to attack Elan. He combines a 20ft run (1 shot) with an attack (3 shots) into a combined 3-shot action. This attack counts as a charge, but the hobgoblin misses, despite the bonus to his attack-roll. The DM moves the counter three shots down, to shot 16.
Elan is the only one left on shot 19, and he can act. He combines a 5-foot step towards the hobgoblin (1 shot) with a full-attack (4 shots) with his rapier into a 4-shot action. Having a BaB high enough for two attacks/round, he hits the hobgoblin two times, killing him. He moves his counter down four shots, to shot 15.
There are no counters left on shot 19, and we move on to shot 18. There is only one hobgoblin left standing, and he is on shot 18. He turns out to be a spellcaster, and flings a combined 3-shot summon monster IV (3 shots) and quickened daze (1-shot). Elan is dazed (yeah, I know about the HD-thing, but lets look past that), losing his next action. Elan will have to move his counter 4 shots down the next time he can act. He does not move his counter immediately, in case the spell is dispelled before his turn. The DM places a new counter on shot 18 for the summoned fiendish dire wolf, who gets to act next.[quote]
Additional rules:
What makes the shot-system fun is not only the different "feel" it gives combat, but also the possibility to build new spells, feats and abilities around it, introducing a wide array of tactical manoeuvres in combat. Here are some examples:
[quote]Melf's Acidic Touch
Transmutation
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 3 shots (1 standard action)
Range: Touch
Target: 1 Creature or Object Touched
Duration: 1 shot/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
Your touch becomes highly acidic, eating through the creature or object touched. This spell delivers 2 points of acid-damage every shot it is active.
Material Component: Powdered lemongrass
Focused Dodge [GENERAL]
When focusing on dodging, you become a difficult target.
Prerequisites: Dex 13, Dodge
Benefits: When you are the target of an attack, you can as an instantaneous action move one shot down the shot-table to gain a +4 bonus to Armour Class against that attack.
Normal: You cannot spend shots to increase your Armour Class.
Rapid Spell [METAMAGIC]
Cast a spell more rapidly.
Benefits: Casting a Rapid Spell is a two-shot action. A rapid spell uses up a spell slot one level higher than the actual spell's level.
Special: This feat can't be applied to any spell cast spontaneously, since applying a metamagic feat to a spontaneously cast spell automatically increases the casting-time to a 4-shot action.
These are just examples. The shot system can be built on to open a new dimension of custom spells, feats and other house rules, to spice up combat.
I encourage anyone who is tired of the old combat-system or just wants to try something new to try out the shots-system. As I DM a campaign that uses a lot of other house rules, this particular version of the system, which is designed to keep changes to other rules than initiative in D&D to a minimum, has not been thoroughly playtested. I therefore hope that anyone who decides to try it, or spots any flaws simply from reading the rules, reports it in this thread so that I can do my best to fix it. If anyone has any ideas for custom spells, feats or other abilities that take advantage of the system, please post them below.
The system is not as complicated or time-consuming as it might look, and if both the DM and the players learn the rules by heart, and don't shy away from improvising a little when problems occur, it runs quite smoothly.
Have fun playing :smallwink:
Ceres
The shots-system is the system used in the rpg Feng Shui, a game set in the world of Hong Kong action-movies. The combat there is simplistic, but manages to capture the hectic feel of a battle better than D20 in my opinion.
When I went back to playing D&D, combat seemed more of a drag than ever, and I decided to implement "shots" into my D&D-campaign. The game I ran was already packed with houserules, and thus the system I used can't be imported directly into a standard D&D game. But I've decided to convert it to fit into the more traditional rules in hope that others will be able to benefit from the system as much as I have. So without further ado: The D20 shots-system.
Terminology:
Shot: Approximately one second of time. The shortest unit of time in the system.
Round: Four shots. Translates roughly to a round in traditional D&D, and is used for most of the traditional rules concerning rounds.
Sequence: A period of 20 shots. This could be more or less if you are using a custom table, as it is only limited by the size of your shots-table.
Picture of my custom shots-table. Following the post will be a lot easier if you've seen the image.
(Warning, large image.)
http://i58.photobucket.com/albums/g267/Monokkel/shots_jpg.jpg
As I believe it is the easiest way to learn it, I will present the different rules in the order that they would logically be used in a real session:
Initiative: All players roll initiative, and the Dungeon Master rolls initiative for the NPCs. The higher you roll, the higher you will be in the shots-table when the combat starts. You roll a d20, and use the same modifiers you would use when throwing initiative in a regular D&D combat.
If you roll 9 or lower, you start on shot 18. If you roll from 10-19 you start on shot 19. If you roll 20 or higher, you start on shot 20.
This system ensures that no players will be able to pound away on someone for more than two seconds before they can react, and also avoids not making dexterity too powerful. However, you might want to change the numbers the players will have to roll depending on your play-style and the power-level of your campaign.
Each player has a custom counter (Mine use blank d4s with their names written on them, but anything will do), and the dungeon-master will need a large variety of small counters for NPCs (coloured beads do nicely). The counters are placed on shot 18, 19 or 20, depending on how high the initiative-roll was. The ones who have their counters on the highest number can then act.
Deciding who goes first: There will always be several counters on the same shot in a combat, and you will need to have a way to determine who goes first when this happens.
After feedback from the community, I believe to have found the to fastest and fairest ways to do this.
The first is keeping track of what initiative each character rolled initially, having the one who had the higher roll go first if there are several characters on one shot. If there is a tie, have the characters roll an unmodified d20s to determine who goes first. (Thanks to Miles Invictus for this rule)
Another possibility is having the one with the highest dexterity-score go first. If there is a tie, have the characters in question roll unmodified d20s to determine who goes first. (Thanks to Fax_Celestis)
Actions: Once it has been decided who goes first, the character will have to decide what to do on that shot. Different actions take different amounts of time. I will go into detail later on, but if not stated otherwise actions in traditional D&D translates into this in the shots-system:
Free-action: One shot
Move-action: Two shots
Standard-action: Three shots
Full-round-action: Four shots
When you execute the action, you move your counter this amount of shots down the table. Even though actions take multiple shots, they are considered to be executed on the first shot. Thus, if you can act on shot 15, and you attack someone who can act on shot 14, you resolve the attack on them before they can act, even though your attack takes three shots.
After you are done with your action and have moved your counter, the character that then has the highest number on the shots-table can act. When a characters counter reaches shot "0" or lower, he places his counter on one of the top four shots, depending on where he landed. For instance, if you are on shot 1 and perform a standard acton, taking three shots, you end up on shot -2 (1 - 3 = -2). Shot 0 translates to shot 20, -1 to 19, -2 to 18 and -3 to 17. Place your counter outside the appropriate shot, and wait for all characters who are still in the previous sequence to finish. When everyone have moved their counters back to the top row, place the counters inside the "shot-slots" and keep playing as normal.
Shot-costs of specific actions
1-shot actions:
1-shot actions includes anything described as a free-action in traditional D&D, as well as some things that aren't usually considered to take any time at all (such as 5-foot steps). However, most one-shot actions can be done at the same time as actions taking longer, thus still making them "free" in most cases.
If a 1-shot action is combined with a two-shot action they can be combined into a single three-shot action. This might not seem to make much of a difference, but being able to execute two actions before the guy on the shot after you is able to act can sometimes be very handy.
If a 1-shot action is combined with an action taking three shots or more, the 1-shot action takes 0 shots. However, this can only be done when the two actions can logically be used at the same time. Thus no THF and shuriken-throwing at the same time. Moving and attacking in the same three shots is a common example of a combined action. Also, only one 1-shot action can be combined at a time. Thus you can't both attack (3 shots), 5-foot-step (1 shot) and cast a quickened spell (1 shot), all in 3 shots.
You can also combine a 1-shot action with another 1-shot action into a 2-shot action, but not three 1-shot actions into a 3-shot action.
Special: Speaking Though speaking is described as a free-action it does not hinder you in doing other free-actions, provided they are not verbal in nature.
Specific 1-shot actions:
5-foot-step: Some players might want to keep the 5-foot-step holy, as making it incompatible with doing other free-actions in the same shot will make some tactics in traditional D&D impossible. However, with the way the movement-system works in my system, I believe it is the best way to do it. Normal move: In one shot you can move a number of feet equal to one third of your "move". Thus a normal human can move 10ft (30ft / 3) in one second. This becomes 60ft in 6 seconds (shots), the same distance as one could walk in one round with a double move.
This rule might become a problem for creatures with speeds not dividable by three, especially if you want to keep creatures inside the combat-grid. Rounding down to the nearest 5ft is a possible solution, but it will mean that dwarves could only move 5ft a second. You might allow characters with such low move-ratings to move as if they had higher speeds when walking, or just have them running more. Run: You can run up to 2/3 of your move in one shot. This means that an average human could run 20 ft (30ft * 2/3). However, this must be in a straight line. If you combine a run-action with an attack, this counts as a charge, and gives you the normal +2 to hit and -2 to AC.
MOVEMENT TABLE
{table=head]Move |walk (exact)|run (exact)|walk (squares)|run (squares)
5 ft|
1 ft|
3 ft (1 square)|
1|
1
10 ft|
3 ft|
6 ft|
1|
1
15 ft|
5 ft|
10 ft|
1|
2
20 ft|
6 ft|
13 ft|
1|
2
30 ft|
10 ft|
20 ft|
2|
4
40 ft|
13 ft|
26 ft|
2|
5
50 ft|
16 ft|
33 ft|
3|
6
60 ft|
20 ft|
40 ft|
4|
8[/table] Cast quickened spell Loading a bow: Without any feats, loading a bow takes one shot. Continuous actions: Any repetitive action, such as pciking a lock, takes one and one shot until it is completed. Delay: Standing around doing nothing is always a good way to use a shot. Anything else described as a free-action in traditional D&D and not mentioned another place in this post
2-shot actions:
2-shot actions can hardly be called move-actions anymore since moving is now in the area of free-actions, but other actions than moving described as move-actions usually still fall within this category.
Specific 2-shot actions:
Firing a bow or crossbow: If your bow or crossbow is already loaded, firing it takes two shots. Loading a crossbow: Without any feats, loading a crossbow takes two shots. Draw a weapon Anything else described as a move-action in traditional D&D and not mentioned another place in this post
3-shot actions:
Are mostly what was called standard-actions before. This is the number of shots a character will usually be spending each time it is his turn, usually combined with a 1-shot-action.
Specific 3-shot actions:
A single attack: The most basic of all attacks takes three shots to execute. If combined with a 1-shot run-action, the attack counts as a charge. Casting a spell: This applies to spells normally having a casting-time of one standard-action. Anything else described as a standard-action in traditional D&D and not mentioned another place in this post
4-shot actions
Mostly actions that were considered full-round actions before. That they take 4 seconds as opposed to six is unproblematic in most cases, and for most action I think it gives the best balance compared to other actions. The main reason for not exceeding four shots is still that it would ruin the whole point of the shots-system, which is to create a more dynamic combat which is not split up into large bulks of time.
Specific 4-shot actions:
Full attack: This includes attacking with two weapons, a monk's flurry or multiple attacks due to high BaB. Characters will be swinging their swords 50% faster than in traditional D&D. Though this is not usually a problem, especially at low levels. Anything else described as a full-round-action in traditional D&D and not mentioned another place in this post
Durations of spells and effects:
Perhaps the hardest things to convert from traditional D&D initiative into the shots-system are spells and effects with short durations. The problems with spell-durations arise when keeping track of when a spell or effect expires.
The best way is probably to write down on what shot the effect expires. When the last character reaches the shot noted, the effect ends. For effects with durations short enough to end within the current sequence, you might want to place a special spell-counter on the shot in question to remind you. For effects with longer durations, noting it down is probably better.
You will have to decide whether you let effects with durations such as 1 round/level last 4 shots/level or 6 shots/level. Personally I use 4 shots/level, but there really isn't much reason not to keep them at 6 shots/level other than to avoid confusion in using two different types of rounds.
Short example of play:
Haley the rogue and Elan the bard have encountered a group of four hobgoblins in a castle courtyard. There is 30' between them. They roll initiative.
Elan rolls 12 + 2 = 14, and thus begins on shot 19.
Haley rolls 15 + 5 = 20, and begins on shot 20.
The hobgoblins roll 3, 9 and 16, so two of them begin on shot 18, and one on shot 19.
Haley decides to shoot a hobgoblin with her bow. She combines drawing an arrow (1 shot) with firing an arrow (2 shots) into a 3-shot action. She cannot 5ft-step at the same time, as the combined action already includes a 1-shot action. The hobgoblin has not acted yet, and is thus flat-footed, so it is easily a hit, dropping lifeless to the ground. Haley moves her counter three shots down, to shot 17.
Seeing that there are no more counters on shot 20, we move on to shot 19. Both Elan and a hobgoblin are placed on this shot. The DM has decided to let the one who rolled the highest initiative initially act first when there is a tie, thus the hobgoblin can act before Elan.
The hobgoblin wields a longspear, and thus only needs to cover 20ft to attack Elan. He combines a 20ft run (1 shot) with an attack (3 shots) into a combined 3-shot action. This attack counts as a charge, but the hobgoblin misses, despite the bonus to his attack-roll. The DM moves the counter three shots down, to shot 16.
Elan is the only one left on shot 19, and he can act. He combines a 5-foot step towards the hobgoblin (1 shot) with a full-attack (4 shots) with his rapier into a 4-shot action. Having a BaB high enough for two attacks/round, he hits the hobgoblin two times, killing him. He moves his counter down four shots, to shot 15.
There are no counters left on shot 19, and we move on to shot 18. There is only one hobgoblin left standing, and he is on shot 18. He turns out to be a spellcaster, and flings a combined 3-shot summon monster IV (3 shots) and quickened daze (1-shot). Elan is dazed (yeah, I know about the HD-thing, but lets look past that), losing his next action. Elan will have to move his counter 4 shots down the next time he can act. He does not move his counter immediately, in case the spell is dispelled before his turn. The DM places a new counter on shot 18 for the summoned fiendish dire wolf, who gets to act next.[quote]
Additional rules:
What makes the shot-system fun is not only the different "feel" it gives combat, but also the possibility to build new spells, feats and abilities around it, introducing a wide array of tactical manoeuvres in combat. Here are some examples:
[quote]Melf's Acidic Touch
Transmutation
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 3 shots (1 standard action)
Range: Touch
Target: 1 Creature or Object Touched
Duration: 1 shot/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
Your touch becomes highly acidic, eating through the creature or object touched. This spell delivers 2 points of acid-damage every shot it is active.
Material Component: Powdered lemongrass
Focused Dodge [GENERAL]
When focusing on dodging, you become a difficult target.
Prerequisites: Dex 13, Dodge
Benefits: When you are the target of an attack, you can as an instantaneous action move one shot down the shot-table to gain a +4 bonus to Armour Class against that attack.
Normal: You cannot spend shots to increase your Armour Class.
Rapid Spell [METAMAGIC]
Cast a spell more rapidly.
Benefits: Casting a Rapid Spell is a two-shot action. A rapid spell uses up a spell slot one level higher than the actual spell's level.
Special: This feat can't be applied to any spell cast spontaneously, since applying a metamagic feat to a spontaneously cast spell automatically increases the casting-time to a 4-shot action.
These are just examples. The shot system can be built on to open a new dimension of custom spells, feats and other house rules, to spice up combat.
I encourage anyone who is tired of the old combat-system or just wants to try something new to try out the shots-system. As I DM a campaign that uses a lot of other house rules, this particular version of the system, which is designed to keep changes to other rules than initiative in D&D to a minimum, has not been thoroughly playtested. I therefore hope that anyone who decides to try it, or spots any flaws simply from reading the rules, reports it in this thread so that I can do my best to fix it. If anyone has any ideas for custom spells, feats or other abilities that take advantage of the system, please post them below.
The system is not as complicated or time-consuming as it might look, and if both the DM and the players learn the rules by heart, and don't shy away from improvising a little when problems occur, it runs quite smoothly.
Have fun playing :smallwink:
Ceres