Combat Proficiency
So, there's a lot written below, but the idea I'm going for is to be thorough. And no, I don't think adjusting Combat Proficiency should cost a Bonus Action or Reaction. Adjusting combat efforts/focus seems more instinctive/reflexive than needing an action of any sort, not to mention I think losing Bonus Actions & Reactions will make combat less interesting (removing some of the coolness of existing Bonus Actions and Reactions from combat). That being said...
First off, we have a
huge advantage as far as keeping a great house rule simple. We're playing initiative in groups, so there is a top half and a bottom half. That being said, I think this makes it easy to allow players to declare their Combat Proficiency (hereafter simply noted as 'CP') adjustment
at the start of their turn only, before any move or action/bonus action. The thing is, when I brought up the idea of a flexible CP to J, we both immediately concluded that the idea was just good, giving players the option to have their own fighting style or adjust tactics based on the situation. We didn't put much more thought into it. J put it down and we moved on (admittedly, the vast majority of my focus was on Shield rules and Rituals, and no doubt that J was ultra busy, which is ultra clear in the depth of resources and references available to us about the setting, etc). CP just made sense, should be in the core D&D 'rules' anyway, so I don't think J and I thought it needed any more love. Like a good shark, it seemed like it was born and ready to swim away.
Xorthan brought it up (like a top notch playtester), and that's good. It should be clarified. And it didn't take much thought at all, once prompted by J's response to X's inquiry, to come to the easy conclusion that CP can be exploited, depending. The good news is that I don't think we need to get to complicated with it. I believe we can keep the the idea of adjusting CP to something that is done on a player's turn, with a simple catch.
I get what J's going at here, regarding characters adjusting their CP potentially creating unevenness in combat (or NPC's adjusting CP, for that matter, depending on how J uses it). However,
because of the group initiative, this isn't a factor, although it might seem like it perceptually.
CP at the Start of Combat
Before I forget, I want to say this: J's point about opening combat with a CP set to Defensive AC+ being problematic is very valid. I think there are two ways to go on that.
(1) You can't set an AC+ bonus to your CP until your first turn in combat. Makes sense, giving value to initiative (which should have value!). Initiative winners are more ready for combat, so should have an advantage, whether it's bonuses to attack or defend.
(2) You need to have a weapon in hand to set your CP to AC+, demonstrating battle readiness, vigilance, combat mode... whatever. This, however, takes away from characters like Qiu, or any unarmed combat situation, literally creating a rule mechanic wherein you need a weapon in hand to officially go AC+. A shield might do as well, which would make sense.
Of those two above, I think #2 is realistic enough. But again, it requires something in hand, which takes away from the unarmed schools of combat. Also, I think it's even more realistic that the group that wins initiative is getting the drop on the other group, and should have an advantage in that regard. So, my recommendation and vote is for #1. I think your CP should, by default, be set to Attack bonus per traditional D&D rules until the player makes an adjustment on their first turn
whenever that is.
Remember, the point of #1 and #2 above is to avoid the simple exploit of PC's defaulting to AC+ as a means of always ensuring that their AC is higher at the start of any combat.
In conclusion on this component of CP, I'm fine with either, but prefer #1, which will entirely avoid the potential for any exploit as J noted previously.
When CP Can Be Adjusted
Now, as far as whether or not we should require PC's to set their CP at the start of a
round or a
turn:
Besides the concern for exploitable mechanics, what popped out right away for he purposes of PbP gaming is this: if we create a rule where PC's must set their CP at the start of each
round, we are literally going to add another step in between rounds. Now, I'm enjoying this combat thoroughly, but imagine if between each round J had to wait for each of us to potentially adjust our CP's. Yes, we could claim it in advance, during our turn at the bottom or top of a round, but mechanically J would be inclined to wait, allowing for us to make a tactical decision between rounds (as would make sense).
Finding out at the very end of a round that your character is now surrounded by 3 NPC's could definitely affect your tactical decision making. Then we could eventually run into "well... J that's not really a hit because I was going to adjust my CP, but just didn't do so in time." I say screw that shit show of potential complications. Let's keep it simple, and have players take their turn on their actual turn, rather than introducing another phase (CP declaration) between combat rounds. Usually simple isn't good enough for me, and I just want realistic. In this case, they're both the same; we don't have to sacrifice realistic game mechanics at the RPG altar of simplicity.
I don't see any mechanical reason to require the CP to be declared at the start of a round, although I can understand how one could
perceive that there should be a need to do so. If we declare our CP's at the start of our turns, that will suffice mechanically and have the same effect as declaring it at the start of a round, especially because we're doing group initiative. Even though, if we we're doing individual initiatives, I still think declaring it at the start of a turn would be fine, for one simple reason: each PC/NPC only gets one turn a round, and once they declare their CP, they are stuck at the setting for an entire round, until their next turn comes.
The thing is, as much as the rules try to mimic simultaneous combat (which is the point J is going at), the simple fact is that combat is turn-based, and our PC's actions are affected by what's going on. As players, we choose our character's actions and movements based on what happened before their turn.
In our current battle, I had Kray switch to using a ranged weapon once he recognized there wasn't a melee threat nearby. Qiu dragged Goat away from Kray because Kray was getting his ass handed to him at the top of round 1. Talius moved in between Kray and Bull for the same reason. All were choices made based on the linear results of turn-based combat. In the same fashion, it makes sense for PC's to adjust their CP on their turn, making a tactical choice due to the progression and results of turns in combat. I think this, along with ideas mentioned above, is a key reason to simply allow the player to declare their CP at the start of their own turn.
An Example of CP in Action
---allowing for it to be set at the start of a PC turn, before any movement, action, or bonus action
---and why it shouldn't be allowed on just ANY part of the player's turn (most notably after all movements and actions are taken, wherein a nasty exploit could be taken advantage of by semi-savvy players
The below will show how rounds and turns will play out, with the NPC's at the top of the round, PC's at the bottom (exactly like the current combat in our game). Let's assume that the PC starts the combat with Attack Bonus for CP (as that seems a good default as I mentioned above). Notice that even if the player changes their CP every round, it's still only once a round, and that character is stuck with that CP until the start of their next turn. J, I think this creates the desired effect you're looking for: when the NPC's take their turn, whatever the player set their character's CP at is going to be for a whole round, free for any NPC to attack (and adjust to) as they see fit. I think this also mirrors combat in the sense that if a combatant seemed to be on the defensive, the attacker might adjust and further focus his efforts on offense. Mechanically, the point is that the player can't get an Attack Bonus and then switch to Defense Bonus before the NPC's next turn. Whatever style the PC uses, Attack or Defense, that's it for the entire round, meaning their CP choice will effect their Attack Bonus and AC Bonus for the entire round. Every NPC in the fight will get a chance at the PC, whatever they chose.
Format
#= Round Number
N=NPC turn
P=PC turn (
a=CP set to max Attack Bonus at the start of PC turn,
d=CP set to max Defense Bonus at the start of PC turn)
1
N
Pd (after declaring max AC+ Defense Bonus at the start of their turn, after
all NPC's have taken their turn)
2
N
Pa (after declaring max Attack Bonus at the start of their turn, after
all NPC's have taken their turn)
3
N
Pd (after declaring max AC+ Defense Bonus at the start of their turn, after
all NPC's have taken their turn)
4
N
Pa (after declaring max Attack Bonus at the start of their turn, after
all NPC's have taken their turn)
5
N
Pd (after declaring max AC+ Defense Bonus at the start of their turn, after
all NPC's have taken their turn)
6
N
Pa (after declaring max Attack Bonus at the start of their turn, after
all NPC's have taken their turn)
7
N
Pd (after declaring max AC+ Defense Bonus at the start of their turn, after
all NPC's have taken their turn)
8
N
Pa (after declaring max Attack Bonus at the start of their turn, after
all NPC's have taken their turn)
...and so on.
Again, the PC will always have to go an entire round with their CP choice (and can't just start combat with extra Defense Bonuses as a default). They'll never be able to exploit an Attack Bonus and switch to Defense (or vice versa) because they must declare their CP at the start of their turn, and I think that's the key:
at the start of their turn.
Otherwise, allowing CP to be set anyime during a turn is the real concern, allowing a situation where PC's will have an Attack Bonus every round while the NPC's deal with that PC's Defense Bonus every other round.
Using the start of turn CP adjustment method outlined above will also work out just like any tactical choice in combat (positioning, maneuver use, Second Wind, weapon choice, active Feat use like Shield Bash, etc) wherein adjusting CP will naturally flow with the course of combat, as needed depending on the situation in conjunction with the player's personal combat style and the results of progressive turn-based combat.
Given the above (if you read it all, hats off and thanks for taking the time), I think we avoid introducing another phase between combat rounds, all while keeping things realistic and in-line with the existing turn-based combat system.
Last edited May 20, 2017 7:25 pm