Thanks for your input please continue to be critical. Your point about loosing your initiative is valid. I hadn't considered that. Maybe during the first melee round you may only move once it's your initiative. This wouldn't solve every initiative loss but if initiative is broken down into 10 segments with each segment being about 1/2 a second each someone who rolled an initiative just one point higher than yours would only be 1/2 a second behind you enough to strike first but not enough to move 10 feet and strike. Although attacks that have movement in them such as rush attack would allow you to make up some of that ground.

you would receive the same amount of bonus actions per round an you do now with them resetting on your combat action turn.

If someone is running from you there are attacks such as pin in place or spells, web, hold person, sleep to aid you in catching them, there are also haste, dash, misty step, etc... to aid in movement speed. This is part of the greater strategy in playing the game. I currently use both my wizards and clerics for direct damage spells only, with little need for them to cast anything else.

Also with the turn based rules my 3rd level thief was able to solo the all of the goblins without taking any damage or resting at all.

Hopefully most of the confusion would be removed by having smart bars that gray out or remove actions that you cannot make at this time.

Also have been thinking archers may need movement restrictions as what person can run at full speed draw an arrow load it and fire with any kind of accuracy.. Thus if you a chasing with a sword they may run to avoid you but they will loose there ranged attack. The larger the bow the greater the restriction.

A real time based game is kind of what I'm trying to simulate but with time to make complex divisions that you wouldn't be able to do with multiple bars of actions and as many possible choices D&D offers.

In the original version of D&D time was broken into segments , weapons had speeds, and spells were broken down to segments to cast, thus a wizard would state he was casting a fireball, the first part of the spell was verbal second part was the components and third was the action part which allowed some characters on the outer part of the blast to avoid damage by jumping out of the way. Or a fighter to disrupt the spell by attacking during the verbal or component part of the spell. Obviously it was to cumbersome and the rules were modified the improve game flow but now we have computers to track these things in the background, so why not add them back in.

Movement phases happen every segment, each character rolls initiative and is placed into 1 of 10 segments which is your your combat phase. Movement always comes first then combat.If there is no combat during a phase movement phases will be stacked together and take place in one turn.
Deferred actions does not change your original initiative placement.

Last edited by mountainriver; 20/11/21 05:56 PM.