Saturday, December 15, 2018

Speed Factor

Why would a player choose to drop their long sword and grab that dagger in their boot? To make a lightning quick finishing stab before the orc can heave it's great ax for another attack. Alas the standard rules for initiative say the only factor to determine combat order is the measure of agility, reflexes, and balance of the player. What? Providing meaningful tactical combat options for a player is engaging. If a player chooses to wear light armor and use a light weapon because she wants to role play a quick ninja stabby type that should be supported. So in game combat she should usually have the jump on an opponent decked out in say plate mail and halberd...because physics. The equipped armor, wielded weapon, and other tasking actions chosen by the player for that round should have a bearing on combat initiative in order to provide engaging tactical options. I do very much also like the idea that casting higher level spells is more tasking. Seems right that you would have to wave those hands harder and recite more complex litanies to launch a fireball over a simple fire bolt. The last thought on tactical flexibility is choosing to just run all out seems like it should give you the edge. To these ends my speed factor house rule is at the start of the round to first require each player to commit to a declared action, not to a specific act though. So what I mean is Bob the Ranger commits to attack this round, he doesn't need to declare that he will attack the orc behind the table with his crossbow. If when the players turn arrives the tactical landscape has changed they may always choose to forgo that action at the last moment. After declaring an action each player rolls initiative as usual but modifies it additionally according to the table below.


Lumbering walking tanks will usually go after quick ninja stabby types now and rightfully so! A player now has a reason to choose to drop that long sword and go for the dagger in the boot.

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