A system for heroic attacks for weapon-based combat (updated Mar 2013)
Players want to perform heroic maneuvers in combat that don’t require a lot of actions on their part. In this alternative combat system for weapon-based attacks, players may spend action points based on their character’s encounter experience as currency in an economy of heroic maneuvers that represents fatigue and skill in the abstract. Announce the structure of the attack you’re making, including how many points you’ll spend on maneuvers and damage. Roll percentile dice (2d10). The formula for determining target attack number is:
Character’s Skill – Opponent’s Defense = Chance to Hit
If your roll is under the target attack number, you hit.
A standard-action, weapon-based attack always does 1 die damage (weapon) on a successful hit. When a player chooses a full-action attack, they may spend points on maneuvers and damage up to their per attack maximum, as long as they have action points remaining.
On a critical hit (1/10 of your attack skill, rounded down), your attack automatically scores a location-specific wound. Roll a d20 and consult the table on your character sheet, or the game master, to determine hit location. If the attack included a maneuver targeting a specific location, the damage is maximized.
Combat is broken up into segments and rounds. There are ten (10) segments in a round. Weapon speeds, spell casting times, and attack rates in the game are expressed in segments. Spell and effect durations are usually expressed in rounds. Actions are described as: free (no segment cost); minor (2 segment cost); standard (4 segment cost); full (10 segment cost); or as interrupts (usually no segment cost).
Free actions (no segment cost): Talk, drop an item, actions that take almost no time or effort. In certain circumstances, the game master might decide to limit the use of free actions. For instance: if an adventurer has already used free actions during a particular round.
Minor action (2 segments): Pulling an item from a pouch or unsheathing a weapon, opening a door or a treasure chest, picking up an item in your space or in an unoccupied square within reach.
Standard action (4 segments): Most attacks, charging an enemy (attack limited to a moving segment), making most skill checks. A standard-action weapon-based attack always does base weapon damage (die-type based on weapon choice) on a successful hit. No maneuvers or extra damage dice may be used with a standard-action attack.
Move action (no segment cost): Walking, shifting, and standing up from prone. Running is a move action with the following qualifiers:
- Speed + 2
- –25% Penalty to Attack Rolls until the start of your next turn.
- Grant Combat Advantage until the start of your next turn.
Full action (10 segments): Attacks with all available modifiers to damage added. Double moves. Characters who double move may take no standard actions during that ten (10) segment period. Full-action attacks may use up to the character per attack maximum action points, and ability and magic modifiers are added to determine additional damage.
Attack Rate & Initiative
After combat is declared, the segment count starts at zero (0). The game master counts out the segments and characters take their actions on the appropriate segment, depending on their relative speeds. Players have a special first-round initiative segment (assuming weapons are drawn) that is calculated based on several factors including quick-reaction feats they may have earned.
Attack rate for standard- and full-action attacks is listed on the character sheet, and is influenced by weapon speed, proficiency speed, and other factors.
Special: Move actions occur in ten (10) segment intervals, starting with segment 10.
Players are responsible for determining their place in the initiative order, and the timing of their attacks. Players may delay their actions beyond their normal attack rate, and effectively interrupt opponent actions if they choose, provided such choices do not exceed their attack rate.
Players may also perform a charge attack, by timing their attack to occur on a move segment, gaining special bonuses with some maneuvers.