Alternate Combat Mechanics (in work)

A New Melee Round: 4 Phases
This alternative approach to combat re-arranges actions in the Melee Round into 4 different stages. It is intended to eliminate confusion about who can and cannot be attacked, and at what range, by resolving combat actions first.

Phase One: Begin Round
The first 4 steps of the Melee Round are unchanged, except that the statements of action are simpler and do not include targets or movement.


 * 1) Check NPC Morale
 * 2) Each character states her intended action and calculates how many d10 to roll. This action cannot be changed except as noted in below.
 * 3) All PCs and NPCs make simultaneous Action rolls. These rolls also establish Initiative.
 * 4) All Stun Damage is removed from all characters.

Phase Two: Combat
The next 3 step are also unchanged, except that no movement is taken.


 * 1) The character with the highest Initiative performs her action, but make no movement.
 * 2) That action's target(s) roll defense (but see Heroic Action).
 * 3) Repeat by descending initiative until all non-movement actions are resolved.

Phase Three: Movement

 * 1) Characters who have chosen a movement action make their moves in initiative order
 * 2) Characters who acted in Phase Two can move up to 15' in initiative order.

Phase Four: Free Speech

 * Insults, surrenders, attempts to negotiate, cries for help, etc.
 * This phase does not exist during the first normal round or any surprise round.

Combat Options
Declarations of Action can be a simple as "sword", "bow", "move", "defend", etc. They do need to be specific enough to determine the number of dice to roll.