www.kickstarter.com/projects/snowysmaps/tome-of-maps-city-shop-battlemap-book-for-your-ttrpg-games?ref=profile_created&category_id=34 If you’re like me then you love two things: - supporting small creators - getting physical and long lasting products for great prices rather than printing off maps that will not last the journey to the game store. Click the link to do both! I use map books every session. They look great, they’re quick to use, you can draw on them and rub away the marks, and you can get a variety of great looking maps that will last campaign after campaign.
@snowysmaps5 күн бұрын
Awwww thanks so much for covering my books! I hope that you're enjoying them :D
@Joshuazx9 күн бұрын
SIMULTANEOUS COMBAT o Has two phases. o Phase 1 is the declaration phase. Go around the table and have the players declare their actions. Once an action has been declared, it can't be changed. o Phase 2 is the resolution phase. All dice are rolled and all actions are resolved in one fluid narration. o For structure, actions are resolved in this order: Movement, Missiles, Magic, then Melee. o Roll for reactions and surprise before combat. Roll for morale when appropriate. o No initiative roll.
@samusamu53429 күн бұрын
i think magic going last makes more sense
@Joshuazx9 күн бұрын
@@samusamu5342 I agree, but this is in the book. Change it if you like, but the logic is that magic almost always be interrupted if it went last.
@jackmalin25287 күн бұрын
I do the same just dont do the structure order. No need. It all makes sense in the fiction
@Joshuazx7 күн бұрын
@@jackmalin2528 good tip!
@dennislaffey8 күн бұрын
The flow of time in the game should be inversely proportional to the danger the PCs are facing. Combat should take longer to play out than the amount of time the characters would be experiencing it in. Gotta slow it down to make sure everything is fair, but also it adds to the dramatic tension. When nothing is at risk (overland travel over safe roads, downtime spent crafting items), days or even weeks for the PCs can go by in the blink of an eye from the players' perspective. That said, there are a lot of games that slow down combat too much. Your idea seems pretty good. I prefer side-based initiative that is rolled round by round (BX/BECMI D&D style), but for a game where every player rolls individual initiative, setting the order this way is the way to go to speed things up.
@antonioguak6479 күн бұрын
I would love to play this system
@Daz307 күн бұрын
Do you have a link to the Tomb of Maps book? Who made it?
@Dungeon_Bits7 күн бұрын
Snowy’s Maps - Kickstarter link here: www.kickstarter.com/projects/snowysmaps/tome-of-maps-city-shop-battlemap-book-for-your-ttrpg-games?ref=profile_created&category_id=34
@snowysmaps5 күн бұрын
I made it! :D
@prophetroll40869 күн бұрын
Yes! Down with opportunity attacks
@MrFelixP7 күн бұрын
To me as a player, being able to literally choose the order for every combat sounds suuuper boring. The randomness of a dice roll requires you to re-think every combat-start on the spot. That's what's making it fun for (!)me(!). Also, I strongly believe that players would at some point figure out their "optimal order" and if I push for a change and combat goes badly I would feel terrible and never try it again. It also doesn't allow for "combo turns" because to characters can never have the same initiative. So nah, I really don't like it. :D Also, what's the conceptual difference between having action points and having the action/bonus action/movement economy? Isn't it just the same thing with another name? ^^ Finally, the tactitian feat sounds like an absolute must-pick for at least two characters in the party, which is never a good thing.
@Dungeon_Bits7 күн бұрын
@@MrFelixP thanks for pitching in. Enjoy your D&D sessions.