Fivey: Action Economy & Fighter Feats

Exploring a simple action economy, as well as feats which might interface well with this system by bypassing its limitations.

Turn Actions ◆◆⟐

All characters can perform 2 actions ◆ during their turn, as well as 1 reaction ⟐ during the rest of the round (i.e. someone else’s turn). The two main action options are attacking and moving.

Attack ◆

The character rolls d20 plus their relevant ability score; if the total meets or exceeds the target’s armor class, they deal damage equal to their ability score. The ability score is doubled for attack rolls if the character is either proficient with or attuned to their weapon. For example, a character with 2 STR would add 4 to their attack roll and deal 2 damage if they were proficient or attuned.

If the unmodified die roll is 20, the attacker doubles their total damage; this is called a critical hit. For example, our character from before would deal 4 damage instead of 2.

The attacker rolls with advantage if the target is vulnerable to the attack’s damage type, or with disadvantage if the target is resistant.

A free attack is one that does not cost the attacker ◆ to attempt, and is often triggered by a condition in a feat.

Move ◆

The character moves a number of paces equal to their move rating.

Jumping across a distance costs twice the move rating than if it were traversed normally.

Other Actions

Characters may acquire new special actions and reactions as feats from their background or experience, though mundane actions are possible without feats.

Most actions cost 1 ◆, though some actions may cost up to 2 ◆ based on how tedious they are. Particularly long actions may take multiple turns to resolve; meanwhile, the acting character cannot participate in the encounter. If an action is opposed, it requires a check or contest to succeed. Insignificant actions which do not require sustained effort do not require ◆ either.

Below are examples:

Action Notes Cost
Cast spell Cast a spell; targets may attempt a save. ◆◆
Cease spell Break concentration on an ongoing spell.
Conversation Exchanging words. Just chitchat.
Disarm opponent Check DEX.
Drop item Quickly drop something on the floor.
Help ally Give advantage to an ally’s (non-combat) check.
Hide in shadows Check DEX versus highest opposed INT.
Interact with item For example, activate a magical device. ◆◆
Push something over Check STR.
Retrieve item Take an item out of your backpack.
Stash item Put an item away in your backpack.

Fighter Feats

These feats are designed to interact and, often, bypass the combat action economy. They also encode many potential edge cases in combat, by treating them as special abilities rather than as situational rules tucked away somewhere in a book.

  1. If your attack roll exceeds the target’s AC by 10 or more, deal critical (double) damage.
  2. After you defeat an enemy, make a free attack against another adjacent to you.
  3. If an enemy moves out of your range, make a free attack against them.
  4. If you spend 2 ◆ attacking an enemy, your mount makes a free attack against them.
  5. After attacking an enemy, they must spend 2 ◆ to attack someone else on their next turn.
  6. Spend 1 ◆ to give an ally a free attack against an enemy adjacent to them.
  7. When an adjacent enemy attacks an adjacent ally, impose disadvantage on them.
  8. When hit, spend 1 ⟐ to shatter your shield in order to negate any damage dealt.
  9. Gain advantage if you attack an enemy after moving at least 2 paces straight towards them.
  10. Gain advantage if you attack a surprised enemy.

Simulations

Having run some simulations, I think a strong early-level character (attack score of 2 or 4 w/ proficiency) works well with the following hit-point quantities.

  • 3 hit points : 2 attacks to defeat
  • 6 hit points : 3 attacks to defeat
  • 12 hit points : 4 attacks to defeat
  • 16 hit points : 6 attacks to defeat
  • 20 hit points : 7 attacks to defeat
  • 24 hit points : 9 attacks to defeat

A character with an attack score of 3 (or 4 w/ proficiency) usually needs just one attack to clear enemies with 6 or less hit points, assuming an attack chance greater than 50%.

Comments

  1. I love Fivey so much. Action point economy is the coolest way to go, and I love these feats. Keep 'em coming!!!

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  2. If "Help ally" is a reaction, i guess people will use it every turn to help their allies, so everyone attacks and make relevant d20 checks with advantage.

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    Replies
    1. honestly i was just thinking about it in terms of non-attack tasks 😂 in that case, maybe it costing a normal action is more appropriate

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  3. I like these fighter feats (and the action economy in general) quite a bit! Do you think it would mess with anything else in your system to change the reaction to once per turn rather than per round as in 4th edition?

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    1. thank you!! while reading online, it looks like 1 reaction per turn was a common reading of 4e but, as written, it was really 1 reaction per round (per character). i do think that 1 reaction per everyone else's turn is kinda overkill, but maybe that would be fun!

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    2. Apologies, I oversimplified. In 4e there were several types of off-turn actions - free actions (which could include attacks), immediate reactions, and opportunity actions - some of which were turn limited and others of which were round limited. They all got collapsed into the single round-limited reaction in 5e.

      One of the big differences in 4e was that fighters could opportunity attack every turn, which made enemies more likely to stick to them. Warlords could also issue attack orders to any character without it consuming the receiving character's precious reaction.

      Sorry about the digression into an edition you're not studying. I greatly enjoy this blog, and I'm liking how Fivey is shaping up!

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    3. thank you for the explanation!! now that you say that, it makes me realize that keeping track of reactions is kind of a pain anyway, and it's much easier to just do something on a trigger. consider it implemented! :P

      also thank you for your kind words! :))

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