Epic Seconds Combat

by Vibax

Search GM Binder Visit User Profile
Epic Seconds Combat
PART 1 | INTRODUCTION

Epic Seconds Combat

In this variant combat system, the rules of engagement are lifted to another level. Instead of each creature having it's turn while all others appear frozen in time, each round of combat is split into second by second steps, keeping everybody involved in the heat of the battle!

Preface

The existing combat mechanics in DnD5e are fine right? Sure are and hundreds of monsters, items, spells and PC options that have been published are play tested and at least somewhat balanced.

So why another system?

Something is missing: realism. To make 5e combat more accessible to the wider public, many simplifications were made to bring the fantasy world to your table.

The DnD system is centered around the idea that at some point in time, it is your turn and during your turn your can act while all others passively wait as comically demonstrated by Viva La Dirt league.

Real combat would be chaotic and combatants may be occupied in battling a single enemy and are mostly unaware of what else is happening around them. As battle unfolds, they may change tactics on the spot.

Goals

In designing the system, I've kept these goals in mind:

  • Combat is to be fast paced
  • Combat should be dangerous
  • Players should have maximum control over their characters actions and position on the battlefield
  • Positioning should be more relevant
  • Keep it as close to reality if possible, simplify where needed
  • The balance of classes and monsters is not meant to be changed (although somewhat inevitable)
  • Should be compatible with the core sourcebooks
  • It should be more fair and more fun

Your thoughts?

Hope to receive your feedback and what you think about the system (current verion 1.1), is there a place for it on your table and what changes would you suggest? Please reach out to me on Reddit.


Disclaimer This combat system has not been tested properly and I'm sure there will be lot's of unintended balancing issues with subclass options, exotic racial features and multi-classing interactions.

Contents


Author: vibax

Discord: @badux
Reddit: /u/Forward_Bandicoot_45


Credits:

Simultaneous combat system Objective_Peanut42
great inspiration


Artwork:

Front Page: "Collusion" by Max Kostin
Thumbnail: "Sword fight" by Declan McDermott
Example encounter: "Camp" by Angel Maps
Spell list 1: "Burning hands" from PHB
Spell list 23: "Nauzicaa Brigade" by Marta Dettlaff
Spell list 3: "Bola de Fuego" by badillafloyd
Spell list 4: "Ivo of Belhaven" by Anna Podedworna
Spell list 5: Artist unknown

PART 2 | COMBAT SYSTEM
Contents

Combat cycle, steps and phases

  • Each round of combat is called a cycle and is divided into six 1 second steps .
  • Each cycle ends with an endstep at 6, 12, 18 etc. steps for 'clean-up'. Movement and actions available to each character reset at each endstep
  • The action economy of ESC is little to no different to PHB rules, each creatues may move up to their speed and have 1 action, a bonus action and a reaction.
  • During each step a character can choose 1 activity (see list on page 4)

Resolving Combat


Order of resolving each step For each step, all players (DM for monsters) announce their intentions by selecting (in secret) a token (e.g. a d4 with phase number up) representing an activity in below list at start of each step. The chosen activities are reveal simultaneously by placing the token on the battlefield at the target (square). Players that do not make a choice will take the Watch activity as default option. Activities are resolved per phase in below order (to prevent conflicts)

Phase Activities
- (optional) Spotlight combatant - any activity it could do this step. May act before phase I or in phase of their choice
I Dodge, Speak, Watch, Counterspell, Recover*, Guard*
II Weapon attacks, spell(effects)s with [II] timing
III Move, Getting up, Sprint*
IV Other spells and activities, Legendary actions, Lair effects
(optional) Spotlight combatant

Reliably acting first is defining their character in several classes. As initiative score is rarely a factor in ESC, it would be taking away too much of the fun for them. Characters with highest initiative get a special time slot in which they can do their thing before others for an entire cycle. Crucial for classes like Gloom Stalkers or Wizards casting crowd control on grouped foes. Note that while your activity is resolved before the other phases, it may not be completed before others get to react.

Combatant with highest initiative score is spotlight combatant in the first cycle. Second highest will be spotlight combatant in the following cycle and so on. It is very likely that combat is over well before everyone had it's second of fame.

Combat Initiation

  • Each side of the encounter roll for initiative and the averaged scores are compared against the other. The winning side gains the initiative and gets a bonus of 10ft to their speed on the first combat cycle and make the first attack roll made in the the first combat cycle with advantage. Those who are surprised calculate their individual scores as normal but count as 1 towards the group average.
  • The individual initiative scores are ranked as normal. Initiative is used in case of any conflicting activities (high scores act first)
    (e.g. 2 combatants trying to occupy the same square during move)
  • 'Surprise round' is resolved as any other cycle. It takes 1d6 (which is rolled for each surprised creature when initiative is called) steps to become aware of the situation and no longer be surprised.
    Surprised combatants can only take the speak, watch, get up, or use an object activity. The use an object activity is limited to donning a shield or pick up an object to wield (e.g. your weapon or spell focus).
Tracking combatants

The current cycle and step is to be tracked for everyone to see.

Each player tracks their available movement and (bonus) actions

DM tip: have the resources your monsters have expended this cycle tracked by your players so you can quickly check against the (hidden) stat blocks what options are available.


Effect timings

Some spells may have an effect that is resolved after the spell is initially cast. In ESC, the step when this effect is resolved is described below and depending on the spell wording:

  • ...at start of next/each of its turns... spell effect is resolved at the first step the affected creature may act and every 6 steps thereafter. Note the current step when casting a spell with this effect to keep track of when the triggers are to be resolved
  • ...until the start of it's turn... effect lasts until the first step in the next cycle
  • ...the first time [event] on each turn... / ...or starts its turn there... effect triggers on first occasion condition is met (once per cycle, resets on endstep)
  • ...at end of next/each of its turns... spell effect or saving throw is made at next and or each endstep
  • ...until the end of it's next turn... spell effect lasts until next cycle's endstep
  • Lair effects are resolved bases on the initiative count they normally resolve. An initiative 20 action resolves in the first step of each cycle, initiative 10 in the fourth steps and initiative 0 in the endstep.
  • Legendary actions are taken as if they were normal activity (See note High Action Economy)
  • A creature may decide to end it's current turncycle after each step to trigger an end-of-turn effect such as the blink spell.
PART 2 | COMBAT SYSTEM
Contents

Combat Activities

Legend:

  • [1s]the activity takes time (seconds or steps)
  • [A][BA][RA]for this activity you expend the 1 (bonus-/re-) action you have available each cycle
  • [M]for this activity, movement is expended
  • [I - IV] phase activity is resolved in

Dodge [1s][M][I] The dodge action is now a free action that can be taken against a single enemy creature and requires 10 ft of movement per step. If you take the dodge activity, attack roll(s) made by the creature you declared against you this step, are made with disadvantage.


Speak [0-...s][I] Short messages (a few words) may be spoken during a step as pas of another activity as long as is does not interfere with what the character was doing (e.g. hiding, using a blowgun or expressing verbal components). Lengthier communication will require the speak activity. Duration is to be determined by DM.


Watch [1s][I] You spend this step on observing the battle as it unfolds. While on watch, you have a +5 bonus to your passive perception score. You may only use your reaction to make an opportunity attack this step when you take the watch activity


Attack [1s][A][II]a creature can use a (bonus) action to make a (weapon) attack. A creature may expend 5ft of movement to move towards the target as part of a melee attack. If you have the extra attack or another feature that allows more than 1 attacks with 1 action, you can take this activity more than once. If you have the extra attack (3) or (4) feature from the fighter or some other feature that allows you more than 2 attacks with 1 action: you can either distribute your attacks over multiple steps or opt to make 2 attacks in a single step.


Cast a spell [1-3s][A][II/IV] a creature can cast a spell as their activity if the casting time is 1 (bonus) action.

  • cantrips and spell(effect)s with casting time of a bonus action require [1s] to cast. For other spells see Appendix B: spell list
  • Spells require [1, 2 or 3s] to cast and once casting has started, must be completed on the following step(s) to take effect.
  • When the caster takes damage or uses their reaction while casting a spell of [2 or 3s], they must make a Constitution saving throw as if they were concentrating on a spell. The partly casted spell is interrupted without effect on a failed save. The spell slot and any consumed materials are expended, irrespective of whether the casting was completed, interrupted, or (willingly) aborted.
  • Counterspell can be cast with casting time of [1s] and may use your [BA] or your [RA]. This spell ignores the rule of casting multiple leveled spells on a single round. Casting counterspell interrupts any unfinished spell you were casting as well.
  • As part of casting a spell with range of self or touch, the caster may move up to 5ft if it has any movement left this cycle.

Move [1s][M][III]a creature can move up to ⅓ of their speed per step rounded up to nearest 5ft interval and no more than it has movement left this combat cycle.

The disengage action is now a free action that you can take each step as part of the move activity as the expense of 5ft of movement for each square you are leaving that is within an opposing creatures melee range. The normal movement rules of (difficult) terrain apply and you cannot use more movement than ⅓ of your speed (rounded up) and no more than you have left this cycle.


Dash [A] You can spend your action (bonus action for Rogues with cunning action) as part of any activity that requires movement. When you dash, you add your speed to your available movement this cycle and may expend an additional 5ft of movement each step you take the move activity for the remainder of the current cycle.


Getting up [2s][M][III] When prone, you may try to get back on your feet which takes 2 seconds, 4 if you fail a Strength saving throw with DC equal your AC (which you make when you are wearing Heavy Armor). Getting up also consumes half your speed (PHB rules) or all of it if you fail the saving throw.


Ready [] There is less need for this action in ESC as you could use the watch activity to wait for the opportune moment but here's how a ready action could be useful: declare your activity you want to ready and you spend your [RA]in addition to the normal cost(s). When the trigger condition is met, you perform the readied activity. This may cause your activity to be resolved in a phase it normally would not, e.g. "I ready an arrow on my longbow and shoot the first foe that enters a particular area"
Ready does not affect the casting time of a spell but you can spend your [RA] in addition to the other casting cost to delay the spell until your trigger conditions are met. e.g. you create a fireball and hold it over your head until you see a group of sea hags emerge from the waters and fling the ball towards the shoreline
Unresolved readied activities are aborted in each endstep.


Search [1-...s][M][IV] The search activity can be taken as a free action at cost of 5ft of movement per step. The creature declares what or who it will look out for and where it will conduct the search and DM sets the DC and appropriate skill for that. If the creature is lucky on the roll, it immediately finds what it was looking for. Otherwise, the creature may use following steps to continue the search for better chances. Add +3 to the original roll for each additional step spend on the search, potentially finding the sought after thing (or hidden creature).
example: looking for a particular book in a bookshelf (which might not be there), could be found on the first pick or after some time. Must be a really important book when searching during a fight....


Other [1-6s][IV] Hiding, use an Object, browse through your inventory or any other general action type one may take is up to DM. Tying a knot in a rope may take the entire 6s cycle while throwing a flask of oil may be done in a second. As a guideline, an activity/class feature that uses your action takes 2 steps to complete while a bonus action feature is resolved within 1 step.

PART 3 | OPTIONAL RULES
Contents

Optional rules

The rules and activities presented above were meant to replicate the standard actions and abilities of DnD5e in ESC format. Below optional rules can be applied to make combat (even) more interesting.

Optional Activities


Guard [1-...s][A][I] You can try to ward an ally from harm by placing yourself in the line of fire:

  • You can expend your action to take the guard activity on the square you currently occupy. While guarding, if an attack is made against an ally within 5ft of you and you break direct line of sight between your ally and the assailant, you provide a +5 bonus to your ally's AC.
  • Only if the bonus to your ally's AC causes the attack to miss where it would otherwise hit, the attack is made against you instead and it auto-hits (roll damage as normal)
  • You may take the guard activity on following steps in the current cycle to continue guarding the square
  • When you take the move activity while guarding, you may switch the guarded square to your new location
  • When you take another activity or when the cycle ends, you are no longer guarding any squares.

Sprint [BA]
You can spend your bonus action for covering more ground. On a succesful DC10 CON check, you add ⅓ of your speed to your available movement (rounded to nearest 5ft interval). You can take the move activity in the same step you sprint.


Recover [1s]
When you chose the recover activity you try to shake off the staggered condition. While you recover, any other activity you were performing before being staggered is halted and may be resumed once you have made full recovery.


Staggered condition

A staggered creature is overwhelmed by mental strain, disorientation or injury, causing them to falter in their actions. While staggered, a creature's ability to fight effectively is compromised.

  • A staggered creature can only take the recover or move (5ft in a random (roll d8) direction) activity

Staggering saving throws

Whenever you expend a spell slot and force a creature to make a saving throw, if the creature would suffer no effects of the spell when it succeeds the throw, the creature is staggered until it recovers (1 step).


Opportunity Attack triggers

An OA may trigger not only when an enemy leaves your melee reach but any movement within your reach qualifies for an OA unless the creature is threading cautiously (enabling the disengage option in the move activity)

Class specific rules

Spell Casting: See Appendix

  • Only spells with [A] are included in the list (and limited to PHB, TCE and XGE). Cantrips, [BA] spells are [1s][II] and other casting times are resolved RAW
  • [V, S, M] spell has Verbal, Somatic and or Material (*with gold cost) components
  • [I-IV] phase in which the spell is resolved
  • [1-3 duration in steps to complete the casting
  • .1-3] (suffix if casting time is >1 step) if spell has target(s) to select, targets must be eligible (e.g. within range) at step indicated by the suffix. A target remain valid if it moves out of range while casting is being completed.
  • Targets for [2.1] or [3.1] coded spells are revealed in the activity declaration at start of the following step.
  • You can complete a spell in the next cycle even when started in the current cycle, but this requires you to concentrate on the casting (you can only concentrate on 1 spell(effect) at a time.

Metamagic

Quickened spells
When quickening a spell with metamagic, you not only change the casting cost from 1 action to a bonus action at cost of 2 sorcery points (PHB rules), but the casting time in ESC steps is changed by [-1s] and is resolved in phase [II]. You may spend 3 sorcery points instead to reduce the casting time by [-2s] Casting time cannot be reduced below [1s]


Rogue:

Sneak Attack The rogue may trigger sneak attack only once per cycle.
Steady Aim [II][2.1][M] target is chosen in first step the activity is taken. The actual attack lands on the second step. An attack that is made against a target that has moved out of range may be aborted (without expending the [A]).


Monk:

Flurry of blows can be used only when the attack activity was used in the previous step.


High action economy

Some characters and Legendary creatures can have very productive rounds such as fighters with action surge or rogues with cunning action. Allow some 'bullet time' seconds to be added to a cycle after step 6, 12, 18, etc. is resolved as normal and before the endstep resolves. Other characters do not move or act other than use their reaction during this time. Only allow this to happen when the characters have fully utilized each normal step of the current cycle and need the extra steps to complete all activities they would be able to do under PHB rules.

PART 4 | DISCUSSION
Contents

Discussion


Is it balanced?

The main reason for changing the combat rules in DND5e Player's Handbook (PHB) is that, when facing stronger monsters, the possibility of a party member being killed in a single turn is not far-fetched. For instance, when an owlbear takes a particular dislike to a 3rd-level caster with assumed hit points around 20, closes in on its turn, and both of the owlbear's attacks hit, the average damage of 24 is enough to force the caster to bring out one's lucky death saving throw dice. There wouldn't have been much a combatant could have done to prevent this, especially if it didn't get a chance to act yet.


Now, mages are too strong in DnD (for other reasons) and should be nerfed but not the already weak points. Instead spellcasting is to be made more difficult. Think that in ESC, especially when attempt to cast early in a round, enemies may try to evacuate or thwart the casting by attacking them once they can see the mage attempting to cast something big and scary. Let's face is, when you hear someone slowly say "KA-ME-...", you don't wait standing around till the second "HA". To offset timing issues in spellcasting, ESC can greatly improve the casters survivability by giving the option to simply move away at any step. A more elegant way would have been to revise each spell and caster class but that seems like work for professionals (i.e. getting paid for it).


The other big reason was that it is quite boring for players to wait for everyone else to have completed their turn and then find it quite a puzzle to make the most of their turn when they finally get to and had little time to plan ahead as 1 character's turn can completely change their choices.
ESC solves both as it gives players opportunities to escape or otherwise shape their fate and remain constantly involved as the next step to resolve is never far away and keep decision making to bite-size chunks.


In PHB rules, action economy is key and can be quite disappointing at some times when RAW are applied. For instance, players working together to defeat a threat (pretty much the essence of the game) is made a bit too hard when the PC's have spilled flammable oil over an enemy and want to use a torch to light it. When one PC has the torch somewhere in a backpack, taking it out and light it may cost up to two rounds because reaching for it and lighting both require an action. Then, if the PC wants to throw the torch to an ally to use on said enemy, another action is used to throw and catch or pick up from the ground before it can be used offensively. Needless to say, a DM could be more lenient following the Rule of Cool, and a firebolt would be better in the situation and but the torch is a great example of teamwork and should be possible. ESC allows PC's to interact with the environment and each other much more often which opens up a plethora of gameplay options.


I imagine the designers of 5e to keep in mind the Keep It Simple Stupid principle of 1 action, a bit of movement and maybe a bonus action (while many low level characters would not find use for it that often). While 1-second combat allows for multiple 'action-typed' activities, I feel that as long as the damage output per round is not disturbed too much, balance should be fine. Therefore, several non-offensive actions from the PHB are now free actions with some alternative costs besides the time takes to perform, usually paid in terms of movement and time.

Opportunity Attack (OA) are likely to trigger much less often than under standard 5e rules as only those who keep watch can use their reaction for an OA. The reason to reduce this part of the combat tactics is that I see little use for it in ESC. OA where meant to prevent characters moving around melee enemies without repercussion, do their thing and move out again. In ESC, most PC's can cover 10 ft of distance in a single step, probably not enough to get to the opposite end of an enemies melee range. If an enemy creature wants to attack the PC while they are passing by, it can, in phase II, before the PC moves further in phase III. This is essentially the OA plug the original game designer came up with.

Another common use for the 5e PHB disengage action is for a longbow wielding ranger to escape the clutches of an Ogre in melee. If that Ogre spend the previous step to get up close, it will likely use this step to attack the ranger. As all activities in ESC 'happen' simultaneously, it makes no sense that a ranger that backs away is suffering both the Ogres' normal attack in phase II and an OA in phase III because the ranger moves. A stone can only hit one bird at a time.

To allow characters to make the extra (OA) attack per round/cycle, I've added the "keep an eye out for OA opportunities" to the watch activity. A combatant may opt for the disengage movement penalty to avoid OA's as countermeasure.


The casting of a spell could be countered when the casting is recognized and dealt with with a quick attack or Counterspell. Casters should be aware of this and may choose to act later in the cycle if they fear retaliation. This is offset by the spell usually having more impact on the battlefield or longer lasting effect when cast early (e.g. Hypnotic Pattern or Tasha's Mind Whip) Besides counterspell, interrupting a caster can be done quite effectively with a damaging effect like firebolt which resolves earlier than most spell that require multiple steps. There is often only a single step where a spell casting can be interrupted by a (spell)attack and it must be first recognized as potentially dangerous. Spells potentially being "countered" by a cantrip however is intentionally and may nudge a caster to delay a high level spell until most of the attacks are expended this cycle.

Is it good?

Let's revisit the goals set out in the introduction shall we...

  • Combat is to be fast paced
    While a cycle of combat in ESC may take longer to play out than a round in DnD5e rules, players do not need to wait for turn more than a minute. Since more happens in a cycle than a round, there is plenty of thinking to do in the meantime so it should be more engaging.
PART 4 | DISCUSSION
Contents
  • Combat should be dangerous
  • Players should have maximum control over their characters actions and positioning on the battlefield should be more relevant
    You, a squishy Sorcerer want to summon a celestial for the most welcome protection you but you see 2 barbed devils charging towards your position. Will you complete the spell before they get to you? Should I run and wait for a better moment? Will the Paladin come to intercept? This is why ESC was created. No more, I cast this spell and then move away as far as I can without repercussion.
  • The balance of classes and monsters is not meant to be changed (although inevitable)
  • Keep it as close to reality if possible, simplify where needed
  • It should be more fair and more fun
  • Should be compatible with the core sourcebooks
    Since all classes and monsters are given more options for each turn equally I really think the balance is maintained sufficiently for any of the source books material. If not, any DM could easily adjust the encounters to better suit their players.
    Is it more fun? That is the biggie and it is up to you to decide. It for sure is more realistic and offers a good base mechanic to homebrew on. Let me know what you think!

Considerations for casting time

The most tricky part in designing the ESC system was how to handle all the spells in the game in a way that seems fair. Particular high level spells with area of effect may take 3 or more steps, during which it is vital that the party protects their wizard (should be good gameplay) or try to foil an enemy caster. See Appendix for my interpretation on fair casting times. Feel free to modify the list with your table or have all spells cast as [1s] for simplicity and most closely to the DnD5e mechanics. Giving the flexibility to time their spells without downsides is a significant buff to the full caster classes though.

Each [A] spell has a casting time of 1 or more steps and for balancing the actual casting time in ESC, I've been taking below properties into account to motivate a shorter (min. 1 step) or longer (max. 3 steps) casting time.

Shorter

  • [BA] spells, cantrips, lower level spells
  • damage dealing spells against a single target or AoE originating from yourself (cone, line)
  • spells with range of touch or self with an damaging effect
  • spells that affect your movement, escape effects or teleportation
  • spells that do no have an immediate effect on the battle and require a trigger to be beneficial (e.g. death ward)
    Indifferent
  • upcasting lower level spells
  • using spell slots or race/class features that resemble spells
  • spells meant for out of combat casting won't matter
    Longer (tend to resolve in phase IV)
  • High spell levels
  • area of effect spells (circle, cube, cylinder, sphere)
  • aoe spells not originating from/centered at you
  • "suck or save" spells, those that can completely disable a (group) of enemies
  • conjuration/animation spells (summoned creatures may be targeted while they crawl from the hellgate)
  • spells that require concentration and or can be cast as ritual

Tips for DM's


DM's may always decide to have some encounters played out with PHB rules while Epic Second Combat may be reserved for more tactically challenging (boss) fights.


Cycles, steps (and phases) are best tracked on the table where everyone can see. Players should track their available movement and actions


The activities are to be resolved simultaneously where possible. When a PC paladin is facing a bandit in melee and both attack each other, have them roll for attack and narrate how the mini-duel has led to damage to either side. Mages throwing fire bolts at each other can pass mid-air or clash together. If one combatant would be killed as result of an attack, the attack to opposing side would still be made while dying. Initiative score is used only to resolve situations where order matters (e.g. single combatant gets resistance to damage type at same time it is attacked with said damage type).


The biggest drawback of ESC, simply having 6x the amount of turns to resolve may take longer to play out an encounter. But hey, when it is more fun, the longer the merrier. Luckyly, each phase/step should resolve a lot quicker than a normal turn


For DM's, ESC can be quite cumbersome when the battlefield has to be tactically assessed each step and choose activities for several monsters, especially early in the cycle with all actions open. To take away some of the work, have your players involved in keeping track of the cycle, step and phase markers and they can even resolve most of the activities without you. I suggest to reveal the AC of a monster that has been attacked at least once so players can figure out themselves whether an attack hits and all damage in the phase can be rolled simultaneously. Have the phase tracker and activities tied to each phase on the table for all to see.


The Players are to choose the activity for their characters by reading the battlefield and stick to their plan. At start of each step, have players place a d4 on the relevant square with the activity phase timing facing up, e.g. a "2" for ranged attack is placed next to the target to speed up play and avoid players changing their mind. Could be split up in a d6 or d8 when more codes are needed (order of resolving should not change). It is considered poor sportsmanship to change your original plans once you see an enemy approaching you when you did not expect that. Remember that all activities occur simultaneously and independently of each other.

Appendix | Example Encounter
Contents

Example Encounter

Encounter Setting

A party of lvl2 characters have set up camp for the night and are enjoying some rest. A halfling Wizard and a half orc Barbarian are sleeping near the fire while the wood elf Ranger patrols the area. Suddenly he hears some noise from among the trees in the west and then sees some eyes lurking from the dark. As the Ranger shouts out an alarm to his party, a group of goblins led by a hobgoblin gangleader, know they've been spotted, charge from the bushes. Roll initiative...

The ambushing goblins easily win the initiative contest, helped in no small part by to the 2 sleeping party members having their initiative rolls count as 1 for the group average. The Wizard rolls a 3 on the d6 and the Barbarian a 2 thus they are surprised for the first 3 resp. 2 steps.

Step 1

DM chooses the activities for each monster for the 1st step and asks players to decide for their characters. All markers are place on the battlemap at the same time.

DM may ask a player to clarify an intended activity before resolving the phases [I-IV]
[I]
The hobgoblin gangleader shouts out a battle cry, inspiring the goblins to attack (speak activity )
[II]
The Ranger shoots an arrow on the gangleader, the [attack] misses!
[II]
One goblin (blue) throws a javelin at long range (disadvantage negated with advantage from initiative) towards the ranger, it hits for 4 damage.
[III]
The Wizard and Barbarian, alerted to a yet unknown danger, wake up and try to get on their feet (1/2)
[III]
Two mace wielding goblins move 5ft through difficult terrain toward the isolated ranger as they come out of the bushes they were hiding in

Step 2

All combatants use this step to get into better position and declare the target square they want to move to
[III]
The Wizard and barbarian, still busy getting up (2/2)
[III]
The Ranger moves backwards in an attempt to draw attention away from the campsite. His speed of 35 allows for 15ft of movement this step, making noise doing so
[III]
The goblins benefit from their initiative win (+10 speed), charge towards the campsite using 15ft of movement to cover as much distance possible

Step 3

The Barbarian is no longer surprised and can do other activities now. The goblins see the Ranger moving away from his party and see an opportunity to isolate him
[I]
The Wizard, still trying to figure out what is happening, is watching for any threats
[III]
The goblins are trying to get into melee range and split up. Two go after the Ranger while the other two further back charge towards the Wizard
[IV]
The Barbarian, no longer surprised and pumped with adrenaline, enters a rage
[IV]
The Ranger, anticipating a 1-on-1, use Favored Foe on the nearest goblin

This completes the first 3 steps of combat and thus far, all activities are resolved simultaneously, because as soon as they are declared as it clear there are no conflicts in order

Appendix | Example Encounter
Contents

Step 4

With all combatants engaged in battle, they try yo get in a more favorable position...


[II]
The halfling Wizard, hears the goblins but cannot spot them in the pitch black of the night and casts dancing lights on where the noise is coming from to get a better view.
[III]
The (orange & green) goblins, both already moves up to their speed (incl. bonus) use dash and move further towards the ranger
[III]
The other goblin and hobgoblin proceed to to campsite
[III]
The Barbarian, armed with only the hand axes she had strapped on her body as she fell asleep, moves towards the action
[III]
The Ranger, seeing two goblins coming after him, backs off to a position between a wagon and a tree




Step 5

The goblins are trying to get into melee range where they are most deadly


[I]
The Ranger take the watch activity and draws a shortsword (free action as it has the light property)
[II]
The Barbarian, sees the goblins going after the Ranger and without hesitation, (recklessly) throws a handaxe at the closest foe. It hits for 6 damage, nearly knocking the goblin unconscious.
[II]
The hobgoblin now sees the Wizard and throws a dagger. The Wizard is quite far and the dagger hit the log in front instead.
[III]
The Wizard can now see the goblins approaching in the dim light created by the light and decides to crouch behind a log for half cover

Step 6

After an explosive start, most combatants are now drained of their resources for the current cycle and try to defend their positions while they take a slight breather...
[I]
Three goblins take the watch activity
[I]
The Ranger, now facing two foes at short range, takes the dodge activity against the (green) goblin
[II]
The Wizard now sees clearly what is happening and uses a bonus action to move the dancing lights to illuminate the current positions of the goblin squad
[II]
The hobgoblin now sees the Wizard and throws a dagger. The Wizard is quite far and the dagger hit the log in front instead.
[III]
The Barbarian, having spend most of it's movement getting up, moves a final 5ft to engage the goblin (orange)

Endstep

At the end of step 6, the first cycle of combat is concluded. Battle continues in the next step with all actions and movement speed available to the combatants. The goblins initiative advantages can no longer be used, but individual initiative scores might be used later to resolve a tie or conflict in ESC mechanics

Appendix | Example Encounter
Contents

Cycle 2

Step 7


[I]
The heavily injured goblin (orange), is fighting for survival and spends this turn to dodge the Barbarian who stands next to it
[II]
The Ranger and the other mace wielding goblin (green) both attack each other but only the Ranger manages to land a hit in the duel. The goblin (who was previously marked as Favored Foe) takes 7 slashing damage and falls to the ground unconscious
[II]
The goblin javelineer (blue) sees a clear path to attack the Barbarian and throws another javelin. It hit but the raging Barbarian only takes 1 damage
[III]
Both the hobgoblin and the Barbarian move towards the same square. However, the Barbarian rolled higher initiative and reaches the square first. The hobgoblin halts in the adjacent square
[IV]
The Wizard reaches for a cricket in the components pouch and start uttering arcane formula. The target for the spell is picked yet unknown to other combatants, nor do most realize what spell is being cast. As the Wizard is mentally occupied with the casting, the concentration on dancing lights is lost and the lights go dark.

Step 8

After all players and the DM has made their choice for their activities, the Wizard reveals the spell and target that was started in the previous step. The spell needs to be completed in order to take effect
[I]
The Ranger, seeing only the heavily injured goblin in front, uses the watch activity should it try to slip away
[I]
The goblin javelineer (blue) tells the gangleader about the downed ally
[II]
Both the hobgoblin and the Barbarian are now in melee reach and attack each other and both hit.
[III]
The heavily injured goblin (orange) tries to flee and moves away carefully from the ranger to avoid an Opportunity Attack. It both disengages and uses it's action to dash for a hasty retreat. It can now spend up to 15ft of movement per step, 5ft of which is needed to avoid the OA from the Ranger.
[IV]
The Wizard is completes sleep, which was cast with a 1st level spell slot and affects 5d8 creatures.

All remaining goblins drop to the ground asleep as well as the Barbarian. The Ranger quickly kills the now unconscious goblins one by one and then wakes the Barbarian.

End of combat.

Wrap up

The last diagram shows the moves and (ranged) attacks that were made in this example encounter that was resolves in 8 steps. If the same scenario would have been played in DnD5e combat rules, it would had been the equivalence of ca. 1.5 rounds worth of actions and movement. While there are some moments where there is nothing better to do than watch, it is clear that the action density is much higher than normal while none of the players had to wait for turn!

What truly sets this encounter apart is the adaptability exhibited by the combatants as the conflict unfolded. The evolving nature of the battle showed adjustments and tactical maneuvers in their plans. This demonstrates the potential for even more enticing tactical positioning and decision-making in future engagements.

Appendix | Spell lists
Contents

Spell lists

level 1 spells

animal friendship [V, S, M][IV][2.1]
armor of agathys [V, S, M][IV][1]
arms of hadar [V, S][IV][1]
bane [V, S, M][IV][2.1]
beast bond [V, S, M][IV][2.1]
bless [V, S, M][IV][2.1]
burning hands [V, S][IV][1]
catapult [S][II][1]
cause fear [V, S][IV][2.1]
ceremony [V, S, M][IV][2.1]
comprehend languages [V, S, M][IV][2.1]
detect magic [V, S][IV][2.1]
detect poison and disease [V, S, M][IV][2.1]
chaos bolt [V, S][II][1]
charm person [V, S][IV][2.1]
chromatic orb [V, S, M][II][1]
color spray [V, S, M][II][1]
command [V][IV][1]
create or destroy water [V, S, M][IV][2.2]
cure wounds [V, S][IV][1]
detect evil and good [V, S][IV][2.2]
disguise self [V, S][IV][2.2]
dissonant whispers [V][IV][2.1]
earth tremor [V, S][I][1]
entangle [V, S][IV][2.1]
faerie fire [V][IV][1]
false life [V, S, M][IV][1]
fog cloud [V, S][IV][2.1]
goodberry [V, S, M][IV][2.2]
grease [V, S, M][IV][1]
guiding bolt [V, S][II][1]
heroism [V, S][IV][1]
ice knife [S, M][II][1]
inflict wounds [V, S][II][1]



jump [V, S, M][II][1]
longstrider [V, S, M][IV][2.1]
mage armor [V, S, M][IV][1]
magic missile [V, S][IV][1]
protection from evil and good [V, S, M][IV][1]
purify food and drink [V, S][IV][2.1]
ray of sickness [V, S][II][1]
silent image [V, S, M][IV][2.2]
sleep [V, S, M][IV][2.1]
speak with animals [V, S][IV][2.2]
tasha's caustic brew [V, S, M][II][1]
tasha's hideous laughter [V, S, M][II][1]
tenser's floating disk [V, S, M][IV][2.1]
thunderwave [V, S][II][1]
unseen servant [V, S, M][IV][2.1]
witch bolt [V, S, M][II][1]
Appendix | Spell lists
Contents

level 2 spells

aganazzar's scorcher [V, S, M][IV][1]
aid [V, S, M][IV][2]
alter self [V, S][IV][2]
animal messenger [V, S, M][IV][2.1]
arcane lock [V, S, M][IV][3.1]
barkskin [V, S, M][IV][1]
beast sense [S][II][1]
blindness/deafness [V][IV][1]
blur [V][I][1]
calm emotions [V, S][IV][2.1]
cloud of daggers [V, S, M][II][1]
continual flame [V, S, M][II][1]
cordon of arrows [V, S, M][IV][3.2]
crown of madness [V, S][IV][2.1]
darkness [V, M][IV][2.1]
darkvision [V, S, M][IV][1]
detect thoughts [V, S, M][IV][1]
dust devil [V, S, M][II][1]
earthbind [V][IV][1]
enhance ability [V, S, M][IV][1]
enlarge/reduce [V, S, M][IV][2.1]
enthrall [V, S][IV][2.1]
find traps [V, S][IV][3.1]
flaming sphere [V, S, M][II][1]
gentle repose [V, S, M][IV][1]
gust of wind [V, S, M][II][1]
heat metal [V, S, M][IV][2.1]
hold person [V, S, M][IV][1.1]
invisibility [V, S, M][IV][1]
knock [V][IV][1]

lesser restoration [V, S][II][1]
levitate [V, S, M][IV][2]
locate animals or plants [V, S, M][IV][1]
locate object [V, S, M][IV][1]
maximillian's earthen grasp [V, S, M][II][1]
melf's acid arrow [V, S, M][II][1]
mind spike [S][IV][2.1]
mirror image [V, S][IV][1]
moonbeam [V, S, M][IV][2.2]
pass without trace [V, S, M][IV][2.1]
phantasmal force [V, S, M][IV][2.1]
protection from poison [V, S][II][1]
pyrotechnics [V, S][IV][1]
ray of enfeeblement [V, S][II][1]
rope trick [V, S, M][IV][3.1]
scorching ray [V, S][II][1]
see invisibility [V, S, M][IV][1]
shatter [V, S, M][IV][2.1]
silence [V, S][IV][1]
skywrite [V, S][IV][3]
snilloc's snowball storm [V, S, M][II][1]
spider climb [V, S, M][IV][2.1]
spike growth [V, S, M][IV][2.1]
suggestion [V, M][IV][2.1]
summon beast [V, S, M][IV][2.1]
tasha's mind whip [V][IV][2.1]
warding bond [V, S, M][IV][2]
warding wind [V][IV][1]
web [V, S, M][IV][2.1]
zone of truth [V, S][IV][2.2]
Appendix | Spell lists
Contents

level 3 spells

aura of vitality [V][II][1]
beacon of hope [V,S][II][1]
bestow curse [V,S][IV][1]
blink [V,S][II][1]
call lightning [V,S][II][2.2]
catnap [S,M][IV][1]
conjure animals [V,S][IV][3.2]
conjure barrage [V,S,M][II][1]
create food and water [V,S][IV][2.1]
crusader's mantle [V][IV][1]
daylight [V,S][IV][2.1]
dispel magic [V,S][II][2.1]
elemental weapon [V,S][IV][1]
enemies abound [V,S][IV][2.1]
erupting earth [V,S,M][IV][2.1]
fear [V,S,M][IV][2.1]
feign death [V,S,M][IV][2.1]
fireball [V,S,M][IV][2.2]
flame arrows [V,S][IV][1]
fly [V,S,M][IV][1]
gaseous form [V,S,M][IV][1]
haste [V,S,M][IV][1]
hunger of hadar [V,S,M][IV][2.1]
hypnotic pattern [S,M][IV][2.1]
intellect fortress [V][II][1]
life transference [V,S][II][1]
lightning bolt [V,S,M][II][2.2]
major image [V,S,M][IV][3.3]
meld into stone [V,S][IV][3.1]
melf's minute meteors [V,S,M][II][2.2]
nondetection [V,S,M][IV][3.1]
protection from energy [V,S][II][1.1]
remove curse [V,S][IV][3.1]
revivify [V,S,M][IV][2.1]
sending [V,S,M][IV][3.1]
sleet storm [V,S,M][IV][2.1]


slow [V,S,M][IV][2.1]
speak with dead [V,S,M][IV][3.1]
speak with plants [V,S][IV][3.1]
spirit guardians [V,S,M][IV][2.2]
stinking cloud [V,S,M][IV][2.1]
summon fey [V,S,M][IV][3.1]
summon lesser demons [V,S,M][IV][3.1]
summon shadowspawn [V,S,M][IV][3.1]
summon undead [V,S,M][IV][3.1]
thunder step [V][II][1]
tidal wave [V,S,M][IV][2.2]
tongues [V,M][IV][31]
vampiric touch [V,S][II][1]
wall of sand [V,S,M][IV][2.1]
wall of water [V,S,M][IV][2.1]
water breathing [V,S,M][IV][1]
water walk [V,S,M][IV][2.1]
wind wall [V,S,M][IV][2.1]
Appendix | Spell lists

Contents

level 4 spells

arcane eye [V, S, M][IV][2.1]
aura of life [V][IV][2.1]
aura of purity [V][IV][2.1]
banishment [V, S, M][IV][2.1]
blight [V, S][II][1]
charm monster [V, S][IV][2.1]
compulsion [V, S][II][2.1]
confusion [V, S, M][IV][2.1]
conjure woodland beings [V, S, M][IV][2.2]
control water [V, S, M][IV][2.2]
death ward [V, S][IV][1]
dimension door [V][II][1]
dominate beast [V, S][IV][2.1]
elemental bane [V, S][IV][2.1]
evard's black tentacles [V, S, M][IV][2.1]
fire shield [V, S, M][IV][1]
freedom of movement [V, S, M][II][1]
giant insect [V, S][IV][2.1]
greater invisibility [V, S][IV][2.1]
guardian of faith [V][IV][1]
ice storm [V, S, M][IV][2.2]
leomund's secret chest [V, S, M][IV][2.2]
locate creature [V, S, M][IV][2]
mordenkainen's faithful hound [V, S, M][II][2.2]
mordenkainen's sanctum [V, S, M][IV][2.2]
otiluke's resilient sphere [V, S, M][IV][2.1]
phantasmal killer [V, S][IV][2.1]
polymorph [V, S, M][IV][2.1]
shadow of moil [V, S, M][IV][1]
sickening radiance [V, S][IV][2.2]
stone shape [V, S, M][IV][3.2]
stoneskin [V, S, M][IV][1]
storm sphere [V, S][IV][2.2]
summon aberration [V, S, M][IV][3.2]
summon construct [V, S, M][IV][3.2]
summon elemental [V, S, M][IV][3.2]


summon greater demon [V, S, M][IV][3.2]
vitriolic sphere [V, S, M][IV][2.2]
wall of fire [V, S, M][IV][2.1]
watery sphere [V, S, M][IV][2.2]
divination [V, S, M][IV][3]
Appendix | Spell lists
Contents

level 5 spells

animate objects [V, S][IV][3.1]
antilife shell [V, S][IV][3.3]
bigby's hand [V, S, M][II][2.2]
circle of power [V][IV][1]
cloudkill [V, S][IV][3.2]
cone of cold [V, S, M][II][1]
conjure elemental [V, S, M][IV][3.1]
conjure volley [V, S, M][II][2.1]
contagion [V, S][II][1]
control winds [V, S][IV][2.1]
danse macabre [V, S][IV][6.1]
dawn [V, S, M][IV][2.1]
destructive wave [V][II][2]
dispel evil and good [V, S, M][II][2]
dominate person [V, S][IV][2.1]
enervation [V, S][II][2.1]
flame strike [V, S, M][IV][2.2]
greater restoration [V, S, M][IV][3.1]
hold monster [V, S, M][IV][2.1]
immolation [V][II][1]
insect plague [V, S, M][IV][2.1]
maelstrom [V, S, M][IV][3.1]
mass cure wounds [V, S][IV][2.1]
mislead [S][II][1]
modify memory [V, S][IV][3.1]
negative energy flood [V, M][II][1]
passwall [V, S, M][IV][3.1]
raise dead [V, S, M][IV][3.1]
rary's telepathic bond [V, S, M][IV][3.1]
seeming [V, S][IV][3.1]
skill empowerment [V, S][II][1]
steel wind strike [S, M][II][2.2]
summon celestial [V, S, M][IV][3.1]
summon draconic spirit [V, S, M][IV][3.1]
synaptic static [V, S][IV][2.1]



telekinesis [V, S][IV][1]
transmute rock [V, S, M][IV][3.1]
tree stride [V, S][IV][1]
wall of force [V, S, M][IV][2.2]
wall of light [V, S, M][IV][2.1]
wall of stone [V, S, M][IV][2.1]
wrath of nature [V, S][II][2.1]

level 6-9 spells

work in progress

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.