Yeah, my method is more tactical and a bit complex. The premise of combat is that actions happen all at once, but their are some actions that supersedes others or prevent actions by failed Stun Saves (basically, being unable to preform your action by injury or collision). This is meant to convey the frantic, fast-pace nature of combat.
Here are my steps:
Encounter Sequence1.)
Determine Encounter Reaction (to see if they are friendly or hostile)
2.)
Declare Actions (the players debate possible action by committee, and the party must conclude a singe decision)
Encounter actions are:
- Negotiate (stand and talk)
- Attack! (go into combat)
- Retreat! (party turns and run)
Negotiation Sequence0.)
Determine if Party Knows the Language of Encounter (I use a reaction-like table instead of making a large list of known language)
1.)
Delegate (the party chooses a speaker to speak for the party, and the leader of a pack of monsters speak for them; much of this is outright role-playing)
2.)
Adjust Reaction (the GM may readjust the monster's reaction based on the Speaker's words or actions, or have the Speaker make a CHA-based roll)
3.)
Repeat (from step 1 until negotiations ends)
Combat Sequence0.)
Determine Initiative (both sides — the players and monsters — roll to see who have the tactical advantage)
1.)
Declare Actions (the side that lost initiative declares their actions first, and the side that won can declare their actions based on what the other side is going to do — speed and nimbleness has nothing to do with initiative; the players debate their actions by committee before concluding what their actions will be)
Combat actions are:
- Quick shot (fire missile then move)
- Delayed fire (stand and shoot at moving targets)
- Run (move x3 quickly, but nothing else)
- Charge! (move x2 fast to move into melee; one attack limit; death-from-above/drop attacks count as charging)
- Fight (move or stand, then attack in melee)
- Cast spell (stand to cheat and preform the rituals necessary to evoke the spell; spells that allow for quicker action maybe treated as range or melee actions with no movement possible; turning demons & undead and triggering spell-like abilities counts as a normal spell action)
2.)
Missile Combat (anyone who is not distracted or in melee may shoot; damage is simultaneous and kicks in at the end of this step; attackers can delay their attack to interrupt moving figures in the next step; if a shooter is hit by another shooter, then he may forfeit his current attack to outright avoid the attack — basically, he becomes pin-down by enemy fire)
3.)
Movement (anyone who is moving moves, starting with runners and chargers; if hit by a delayed missile attack, you must make a Save vs Stun to avoid ending your movement and falling to the ground; the same roll is made for anyone who crosses paths while running or charging, as everyone is moving at the same time)
4.)
Melee Combat (anyone who is attacking in melee combat attacks, starting with chargers; reach weapons supersedes chargers or anyone else trying to engage in melee, and if hit, the charger/attacker must make a Save vs Stun to avoid loosing the attack this round; damage is simultaneous, but applied in the following order: reach weapons > charge attacks > normal attacks; this order allows an attacker with an advantage to not take damage if the opponent is killed outright or knocked down by a bad Stun Save roll)
5.)
Magic Effects Kicks-In (by default, spells starts at the end of the turn and continue to the next turn; if at anytime a caster takes damage, the caster must make a Save vs Stun to maintain the cheating and rituals necessary to evoke the spell)
6.)
Repeat (from step 1 until combat ends)
So, what do you guys think?