Life got in the way today, but I'm definitely going to have it up tomorrow. So sorry for the wait! Then again, there's no game without me at all mwuhaha.<br/><br/>There are custom rules I want to try using for combat to make it run more smoothly. They are as follows:<br/><br/>Each player is going to roll initiative vs a general initiative DC for the baddies. According to initiative all the combat participants will be split into groups that can all take actions at the same time. For example: Initiative DC is 10. Players 1 and 2 roll 15 and players 3 and 4 roll 5. First up, players 1 and 2 will take their turn in any order they like. Then all the baddies will take their turn. Following that, all 4 players will now take their turns, again, in any order at all.<br/><br/>So:<br/><br/>- players who beat initiative DC<br/>- baddies<br/>- all players<br/>- baddies<br/>- all players<br/>- baddies<br/>- all players, etc.<br/><br/>To further facilitate things, all rolls made to decide any combat effects will be made by the doer. If you use a spell (or anything) against someone that requires them to make a save, you will instead roll a d20 + (original spell DC -10) vs their save DC (which is equal to their save mod + 10).<br/><br/>With that system in place, I can simply give you all the HP, AC, and save DCs of baddies and then there's no need to wait for me to tell you the result of your actions so that you can continue your turn.<br/><br/>I've never tried this before so if you see any issues with the system, pipe up!