Combat Time
I went sniffing around the internet and found this: https://www.reddit.com/r/rpg/comments/okp84m/nonturnbased_combat_ttrpgs/.
User flyx86 comments the following: https://www.reddit.com/r/rpg/comments/okp84m/comment/h59l6ia/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button.
I went sniffing some more and found this: https://splittermond.de/.
They had this on their website: https://splittermond.de/vollregeln/.
Lo and behold, it is the "quick start" guide to the game, all written in German. Page 10 under "KƤmpfe" begins the rules on kƤmpfe-ing, which contains the rules on "Der Zeitstrahl" and "Kampfbeginn: Die Initiative". Do you speak German? I don't. Google does. Google translate made it English (God's chosen language) so I could read it. I then cut all the crap out and produced the following:
Each action in combat requires a certain amount of time to resolve, after which the PC may undertake another action. This amount of time is measured in āticksā on a timeline. Each new combat the timeline begins at 0 and counts to 100, after which it returns back to 0, and so on.
At the start of a new combat, all players roll 1d6 and add their Wing Stat. If two player characters land on the same tick, they may decide between the two of them who goes first. If a player character and a monster land on the same tick, the player character always goes first. A player character who joins mid-fight takes their first action at [current tick] + [1d6 + Wing].
An action in combat can be instant or continuous. Instant actions take place when performed, such as a weapon attack. The āticksā an instant action takes represents the time spent reorienting to perform the next action. For example, a melee attack with a club happens instantly. It takes 3 āticksā to be ready after the initial attack to take another action.
Continuous actions only complete at the end of their duration and can be voluntarily or involuntarily aborted. If voluntary, the player character may take an action at [current tick + 1]; if involuntary, the player character must Save vs Interruption. If they fail, the action is aborted and they may take an action at [current tick + 3].
Action | # of Ticks | I / C |
---|---|---|
Weapon Attack / Cast Spell | 3 | I |
Defend | 3 | I |
Stand Up | 6 | C |
Aim | 3-9 | C |
Ready Spell | Per Spell | C |
Draw Weapon / Use Item | 3 (Light) / 6 (Heavy) | C |
Run | 6 per 5ft. | C |
Stabilize | 18 | C |
- A player character may move up to 5ft. as part of an action without costing additional ticks. The movement must be resolved before the action.
- Actions not represented above are best guesstimated based on complexity and/or significance.
- Aiming a weapon allows a player to deal +1 for every 3 ticks invested against their target. They must declare the target at the beginning of the action.
- Wearing medium armor adds +1 tick to all instant actions; wearing heavy armor adds +2 ticks.
There's probably more crap to cut out, but that's a start.