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No Initiative Combat Mechanics Explained

This document describes an initiative-less combat system. It outlines the maneuver, action, and reposition phases. It also covers reactions, readied actions, ambushes, and how to resolve conflicts between simultaneous actions.

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0% found this document useful (0 votes)
62 views4 pages

No Initiative Combat Mechanics Explained

This document describes an initiative-less combat system. It outlines the maneuver, action, and reposition phases. It also covers reactions, readied actions, ambushes, and how to resolve conflicts between simultaneous actions.

Uploaded by

li ji
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

No Initiative combat

No Initiative combat
ACTION Resolve PIORITIES
1. Maneuver phase (First Strike)
2. Action phase
3. Reposition phase (Tactical Delay)

Bonus action
Bonus action can be used at the Maneuver phase.

Reaction
Reactions occur simultaneously with the actions that trigger them.

"Imagine a party of adventurers exploring a dungeon. As they round a corner, they are
ambushed by a group of goblins. The rogue, being quick on their feet, decides to use their
reaction to Uncanny Dodge the goblin's incoming arrow. At the same time, the wizard uses
their reaction to cast a shield spell to protect themselves from the goblin's next attack. Both
reactions are resolved simultaneously with the goblin's actions, allowing the rogue to evade
the arrow and the wizard to block the attack with their shield."

Initiative Bonus Features


Any feature that adds a bonus to initiative will make you resolve first in the action phase in
the first round. The bonuses are not stackable. Dexterity does not affect initiative.

First Strike
You can choose to stand still to act on the Maneuver phase, but you can only move at the
Reposition phase

Tactical Delay
You can choose to act on the Reposition phase, but you can only move at the Maneuver
phase.

Cooperative Actions

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Cooperative actions will be resolved in a logical order. For example, an archer waiting for a
wizard to teleport to a favorable position before shooting will be resolved after the wizard's
magic action.

Readied Actions
When a character wants to set a trigger for their actions, they can use their action and their
next reaction to do so. The resolution order of readied actions is the same as that of the
corresponding reaction.

For example, when you want to heal a teammate when they appear to be seriously injured,
you can declare, "I will cast Healing Words when I see them severely injured." At this point,
you will use both your action and your readied action for the next round to achieve the
action.

Ambush
An ambush in the real world often just means your action is a split second faster than your
opponent's, and that split second often determines everything. So when a player or enemy
successfully ambushes, their resolution priority is raised for the entire round. However, their
opponents can still take actions after they have resolved theirs.

Additionally, not all characters in a group can join an ambush. It often only includes
characters who act simultaneously, meaning the way you enter the ambush determines
which characters will be in the ambushing state and resolve their actions early.

For example, if you sneak behind enemies and decide that the wizard and archer will attack
simultaneously, then both the wizard and archer will enter the ambush resolution. But if your
warrior wants to wait until after the spell barrage to safely charge in, then the warrior will
enter the normal resolution order with the enemy.

How to resolve action conflict


In combat without initiative, the situation is often chaotic. Sometimes, conflicts arise between
two characters. In such cases, we compare the results of both sides' rolls to see who gains
the upper hand.

another example.

both of you hit each other but your damage will fell you enemy, then let's see who rolled
higher on the to hit roll, if you are higher then you hit first and your enemy will lose his action,
if he is higher then he will get a hit to you before he fell.

Collisions are possible, and they can be resolved by making a Strength contest. For
example, if two characters are trying to ram or shove each other, you can have them make a

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No Initiative combat
Strength contest to determine who succeeds. Typically, the one who rolls higher gains the
upper hand in the collision.

Real combat is full of chaos and surprises.

行动结算优先级
1. 移动阶段(先发制人)
2. 行动阶段
3. 调整阶段(战术延迟)

附赠动作
奖励行动可以在操纵阶段使用。

反应动作
反应与触发它们的行动同时发生。

“想象一群冒险者探索一个地牢。当他们绕过一个拐角时,被一群地精伏击。盗贼灵活机敏,
决定使用他们的反应来躲避地精发射的箭矢。与此同时,法师使用他们的反应施放护盾法术,
保护自己免受地精的下一次攻击。两个反应与地精的行动同时解决,使得盗贼能够躲避箭矢,
而法师则用护盾挡住了攻击。”

先发制人
你可以选择原地不动,在操纵阶段行动,但只能在重新定位阶段移动。

战术延迟
你可以选择在重新定位阶段行动,但只能在操纵阶段移动。

合作行动
合作行动将按照逻辑顺序解决。例如,一个弓箭手等待法师传送到一个有利的位置后再射击,
将在法师的魔法行动之后解决。

预备动作
当角色想要为他们的行动设置一个触发器时,他们可以使用他们的行动和他们接下来的反应来
做到这一点。预备行动的解决顺序与相应的反应相同。

例如,当你想在队友看起来受伤严重时治疗他们时,你可以声明,“当我看到他们受伤严重
时,我会施放治疗之词。”这时,你将使用你的行动和你预备的行动来实现这个行动。

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伏击
在现实世界中,伏击通常意味着你的行动比对手快一刹那,而这一刹那通常决定一切。因此,
当玩家或敌人成功伏击时,他们的解决优先级在整个回合内提高。然而,他们的对手仍然可以
在他们解决完行动后采取行动。

此外,并非所有角色都可以参与伏击。它通常只包括同时行动的角色,这意味着你进入伏击状
态的方式决定了哪些角色将处于伏击状态并提前解决他们的行动。

例如,如果你悄悄地绕到敌人后面,并决定法师和弓箭手同时攻击,那么法师和弓箭手都将进
入伏击解决状态。但是,如果你的战士想要等到魔法弹幕后安全地冲进去,那么战士将按照正
常的解决顺序与敌人解决。

如何解决行动冲突
在没有先发制人的战斗中,情况通常是混乱的。有时,两个角色之间会发生冲突。在这种情况
下,我们将比较双方掷骰的结果,以确定谁占据上风。

另一个例子。

你们两个都互相攻击,但你的伤害将击倒你的敌人,然后我们看看谁在攻击投掷中掷出的结果
更高,如果是你更高,那么你先攻击,你的敌人将失去他的行动,如果他更高,那么他会在击
倒你之前对你造成打击。

碰撞是可能的,它们可以通过进行力量对抗来解决。例如,如果两个角色试图相互猛撞或推
挤,你可以让他们进行力量对抗来确定谁成功。通常情况下,掷骰结果较高的一方在碰撞中占
据上风。

真实的战斗充满了混乱和惊喜。

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