Group Turns (PSR Supplement)

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PSR is an alternate ruleset that is compatible with most 5e content.

System Differences

The Basics

PB: Proficiency Bonus
Advantage & Disadvantage
Reroll
Bonus Dice
Ability Check
Group Check
Contest
Passive Check
Save
Ability DC

Ability Scores

Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma

Skills

Encounters

Group Turns
Round-Table Turns
Staggered Turns
Your Turn
Move
Action
Bonus Action
Reaction
Making an Attack
Unarmed Strike
Sunder
Cover
Communication

Hit Points & Damage

Hit Points
Hit Dice
Temporary Hit Points
Massive Damage
Damage Types
Damage Resistance
Max Damage

Time

Phases

Rest

Break: a short rest
Camp: a rough long rest
Downtime: a cozy long rest
Downtime Trading
Downtime Activity

Environment

Common Hazards
Extreme Climates

Peculiar Traits

Resistance
Immunity
Vulnerability
Special Senses

Defeat

Dramatic Death

Conditions

Items

Carry Capacity
Goods & Currency
Optional: Material Goods
Consumables
Weapons
Improvised Weapons
Attire & Shields
Tools
Gear
Attunement

Objects

Damaging Objects
Hauling Objects
Vehicles
Optional: Artillery

NPCs

Attitude
Mount
Cohort
Stat Blocks

Benefits & Drawbacks
This provides strategic opportunities and encourages teamwork, while making encounters generally flow much faster. Especially after players grow used to it, players who decide quickly can make up for those who want to spend more time weighing their options. If playing with a combat grid, players can even move their figures at the same time.

Similarly, the narrator can generally spend less time maneuvering if multiple monsters can be moved at once.


Who takes the first turn becomes a huge factor in deciding a combat's outcome, as in some cases a combat will be decided with one group's turn. From one perspective, this can make it all the more important to scout ahead and get the drop on enemies with hiding or surprise. From another perspective, this can make combat feel unfair if an entire side gangs up on one creature to finish them off quickly.

To mitigate this potential drawback, the narrator might decide that the bottom half of a group — those who in the group check rolled below the median — are Surprised during the first turn. This prevents the first group from potentially overpowering the second so quickly.

Group turns are recommended for most groups, especially those who have played before. Teamwork is emphasized for faster and weightier combat.

In this method, all allies take their turns simultaneously, and all enemies take their turns simultaneously.

If turn order is decided by an ability check, a group check is made to decide which group goes first.

Each creature still takes an action and moves as it would with an individual turn. Players can delay to wait for each other, or move pieces simultaneously, or decide what to do together in a strategic conversation.

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