Quote: Combat Timing and 5-Second Delays (Optional) It is commonly believed that a standard action in D&D is something that can be done within a 5-foot radius and which takes approximately 6 seconds to complete. Since we are not dealing with proximity, we may optionally decide to implement time-based systems instead. As a modification to the “How Combat Works” above, you may attach the Non-Player Character’s actions to a 6-second timer. If the player has not performed his action within 6 seconds of either the start of combat, or his previous attack, the NPC will automatically attack, regardless of initiative. Then, when the player next performs his action, it will again occur either before or after the enemies, based on initiative. Here’s an example to illustrate: - Combat Begins – Round 1 - Player Attack 1: Player Performs his attack at T=3 seconds, but has lower initiative, so it is delayed - Monster Attack 1: Monster attacks at T=3 seconds in response - Player Attack 1: Player’s first attack finally lands at T>3. - Round 2 - Monster Attack 2: The player did not attack within 6 seconds, so the Monster attacked automatically at T=9. - Player Attack 2: The player finally chose his action at T=12, but has lower initiative, so it is delayed - Monster Attack 3: The Monster attacks again at T=12 seconds in response - Player Attack 2: Player’s second attack finally lands at T>12. Round 3 - Player Attack 3: The player performs his attack at T=15, but has lower initiative, so it is delayed - Monster Attack 4: The Monster attacks again at T=15 seconds in response - Player Attack 3: Player’s third attack finally lands at T>15. Using the system above, if the player ever misses his 6 second window, the NPC will attack anyways, and then combat continues as normal with the next round, effectively causing the player to “skip” a combat round.Any ideas on how to go about implementing the above?
Timing
[EDIT: oh dammit. didn't notice the forum. Are we allowed to post solutions or is this 'homework' for them to figure out?]
-me
-me
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