>simultaneous combat
Why is this not a thing? You declare your action, the opponent or opponents declare theirs, roll the dice and see who succeeded and who failed. Simple.
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>simultaneous combat
Why is this not a thing? You declare your action, the opponent or opponents declare theirs, roll the dice and see who succeeded and who failed. Simple.
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>Third most popular initiative resolution
>Not a thing
... have you tried playing game, instead of making moronic claims about them?
>initiative
>combat
Are you fricking moronic?
...what?
What are you even trying to say?
It's a bot spitting out random answers.
The fact that in many systems combat and initiative are two different phases, you moronic nogames.
>t. average dnd secondary
Shut up you dumb troll. Dark Heresy, Chronicles of Darkness, Shadowrun and others separate the initiative and combat phase, it's standard, so you just exposed yourself as a piece of shit that doesn't know basic things, nogames loser.
>some games separate them
>hence no games has simultaneous turns
>and knowing otherwise makes you a secondary
Flawless logic.
This is not some games, this is the standard of the genre. And the fact that you don't know this only proves even more that you are a stupid troll.
>genre
I’m not surprised but you are using that word wrong.
That’s why dynamic initiative is a thing.
>You declare your action, the opponent or opponents declare theirs
It's not truly simultaneous unless the declarations are made in secret, otherwise second person to declare has additional information to make their decision.
It is. All sorts of games use systems like that.
Burning Wheel does this, down to writing down what you do beforehand like prepared rock-paper-scissors.
Yes, I had to wrap up a session early last week midway through a fight using the full mechanics. There is also simultaneous action selection for ranged combat and even debates with the Duel of Wits.
It is a thing though. What do you actually want?
Yet another case of D&Dbrain
Not even that. TSR era dnd had simultaneous turns. It is just a case of nogames.
Who the frick plays this mammoth shit? In any case, the turn-based combat is the most popular standard, and if you think that any exceptions have any meaning, then you are simply autistic moron.
My system does this, everyone uses two dice to declare their actions in secret at the same time at every new turn.
There are 18 different moves divided into 6 approaches that all have bonuses or penalties against the others and specific results for every move. "Counter" moves gives bonuses against "Attack" moves, while "Feint" moves gives bonuses against "Counter" moves and so on. Then everyone rolls at the same time and the margin of success/failure each character achieves determines what happens.
I'd rather stick with my structure of [player phase -> enemy phase -> other phase] rotation, which allows characters to perform reactive actions outside their turn if relevant and able.
You can do whatever it is you want for your own games. Simple.
I know this is a difficult concept for a DnDrone to grasp, but there are literally games that do this. For the love of Moot, try playing something besides DnDogshit before posting here again.
Noooo you're a secondary because 40k does initiative too!
>The absolute state of DnD Brainrot
I know you're too autistic to have ever been in an actual fight. People don't line up in front of each other count to 3 then throw their punch at the same time.
Unfortunately, we don't see this among ttrpg or wargames, something somewhere sometime convenience for players and all such excuse from autists who don't want to deviate from the familiar routine.
They do if they're not pussies.
Spellbound Kingdoms does exactly that kind of combat.
So like in warhammer frp 4e? When you attack your oponent also roll to defent and based on Sucess Levels from rolls determinates who win and how big dmg is + if any special thing happens like crit. hit or crit failure.
Ok but in 4e one of the characters is the attacker and the other is the defender, a successful defensive roll doesnt cause damage, unless you score a crit, or have a special talent that you cant normally obtain during character creation
ORE systems have a declaration phase and a resolution phase for each 'round' of combat. Everyone declares in order based on how 'aware' they are, going from the least aware to the most. Allowing those with quicker wits to declare with the knowledge of what those with slower wits have declared. Once that's done dice are rolled and actions are resolved based on the speed of those actions (determined by the roll), regardless of the declaration order. A quick-witted person may know what's coming (and declare based on it) but not necessarily react in time (the speed of their action might be too slow, depending on their roll).
OP this is an anonymous board you can just gracefully withdraw after being embarrassed, nobody will know you're moronic, you don't have to keep seething.
Who declares first, hmm? And why?
This is what WoD 5th edition does. Initiative is based on who and how you're engaged, and then all dice rolls are simultaneous, winner takes all affairs. It's pretty quick and pretty letahl.
Just use rock, paper, scissor
Rock is defending and counterattack. Able to deflect a quick attack and hitting back, but smashed down by a slow, strong atack
Paper is a slow, strong attack. Able to break down a defensive stance, but a quick attacks is faster
Scissor is a quick attack. Able to hit first, but deflected by a defensive stance
Nechronica does simultaneous combat. I'm sure there are others too.
Going back to turn based has been so painful after playing nothing but Nech for like five years.
>any action declared by the failing party just wasted everyone's time
>designing a system where time gets spent on bullshit that has absolutely zero impact
>Every. Single. Turn.
>Every. Single. Encounter.
The correct way is to resolve both actions normally and without the the ability to interfere on each other (except by separate reactions). Both players can do their rolls at the same time and effects will apply regardless.
It's one case where VTTs are actually really good over physical
>The correct way is to resolve both actions normally and without the the ability to interfere on each other (except by separate reactions). Both players can do their rolls at the same time and effects will apply regardless.
Okay, so it's exactly like DnD turn initiative system and not concurrent at all but everyone rolls their attack before rolling initiative.
You realize that this is not at all what OP proposed, right?
Yeah, I was critiquing OP's idea which I think could only work in duels or very limited number of combatants
Haven't tried playing DnD so I didn't know it had simultaneous turns.
Cool. Now do it with three PCs and six goblins.
Who declares their actions first? Do you perhaps take turns so it's not a cacophony of noise?
> 1 GM simultaneously resolving all the actions of a 5 person table
There are quite a few of them. Maybe try playing them?
ORE has dynamic initiative and declare system