New combat system - where are the snags?
Posted: Wed Oct 15, 2025 4:16 am
We just started a new TEW campaign last Friday. No big fights yet, so I have some time to tamper with the rules 
I mainly want to change the order of combat, and the number of attacks you can make. I'd also like to have a more narrative combat, where players have room to describe their actions, without worrying whether that action is a guarded attack, or an all out attack, or a swift attack, and which bonuses and rules stuff come with those actions. The following rules are influenced by the Feng Shui RPG.
So ...
To determine when you can act in a round, roll 1d5 + Agility bonus. This should give a number between 1 and 10, let's call it a beat. Higher numbers act earlier, ties are resolved by the highest Agility score (and if the GM gives an NPC the same score as a PC, then the problems caused by that decision are on him).
Then, subtract 4 from that score. If that number is still higher than zero, you can act another time. So if your first action was at beat 7, you can make a second attack at beat 3.
Your A score shortens the pause between actions. With A2, you can act every three beats, with A3 you can act every two beats.
This avoids the problem that PCs with more than one attack will just use 'swift attack' all the time, while their A score still gives them an advantage.
You can delay your action for one beat to get a +10 on your attack, or by two beats, to get a +20. This allows players to adjust the whiff factor for their characters. Likewise, parrying or dodging cost one beat.
Do you see problems with a structure like this?

I mainly want to change the order of combat, and the number of attacks you can make. I'd also like to have a more narrative combat, where players have room to describe their actions, without worrying whether that action is a guarded attack, or an all out attack, or a swift attack, and which bonuses and rules stuff come with those actions. The following rules are influenced by the Feng Shui RPG.
So ...
To determine when you can act in a round, roll 1d5 + Agility bonus. This should give a number between 1 and 10, let's call it a beat. Higher numbers act earlier, ties are resolved by the highest Agility score (and if the GM gives an NPC the same score as a PC, then the problems caused by that decision are on him).
Then, subtract 4 from that score. If that number is still higher than zero, you can act another time. So if your first action was at beat 7, you can make a second attack at beat 3.
Your A score shortens the pause between actions. With A2, you can act every three beats, with A3 you can act every two beats.
This avoids the problem that PCs with more than one attack will just use 'swift attack' all the time, while their A score still gives them an advantage.
You can delay your action for one beat to get a +10 on your attack, or by two beats, to get a +20. This allows players to adjust the whiff factor for their characters. Likewise, parrying or dodging cost one beat.
Do you see problems with a structure like this?