ETUCS
Enhanced Time Unit Combat System
For Advanced Dungeons & Dragons® 2nd Ed.
AD&D is a registered trademark owned by TSR, Inc.
TSR, Inc. is a subsidiary of Wizards of the Coast, Inc.

Designers
Nils-Børge Malkenes & André Simonsen

Introduction | Definitions | Combat | MAATU | Spells | Misc

Top
Introduction
The ETUCS is based on the standard TUCS, but has a more flexible approach to multiple attacks and spellcasting. ETUCS balances better in high-level gameplay, and also when regarding spellcasters. High strength and dexerity will help warriors as they may attack even faster. ETUCS is based on AD&D terms and rules, so that future editions of the AD&D-game easily can be adopted.

TUCS has been heavily playtested since March 1997.
ETUCS is under playtesting.

ETUCS creates an
easier-to-imagine combat.

Faster than original AD&D initiative system.

Easier.

Players are more observant during combats.

Based on AD&D rules and terms.

 

Top
ETUCS Definitions

1 TU = 6 seconds
10 TU = 1 minute
100 TU = 10 minutes

The AD&D-terms round and turn, equals 10TUs and 100 TUs, respectively.

There are no rounds or turns in ETUCS. We use an infinite timeline, consisting of small 6-second intervals. Each interval is called a Time Unit (TU).

As with the original AD&D rules, this is a metavariable - it does not exist. In real-life, things could happen in at the beginning, at the end, or even between TUs - but in ETUCS they can't. As the time-aspect is cut into fixed fragments, and rounds and turns are absent, ETUCS introduces a realtime-like experience.

 

Top
Combat Sequence
1. Determination
First the player must decide what to do. Note that contrary to AD&D, this is not a locked decision. Players are free to change their minds and roll for new determination at any current TU.

2. Roll initiative
The initiative roll is a d10, just like original AD&D.

3. Add up
The player add his initiative roll and modifiers, according to his determination. This number is added to the current TU and the total indicates the TU of resolution.

4. Resolution
This is when the player make the attack roll, cast his spell or any other action he determined to do. When this is done, the combat-sequence repeats itself - go to player determination (step 1).

Counting the battle
The DM "counts-the-
battle", TU by TU. When reaching a TU that indicates a resolution, that action is performed.

Note:
The term "player", to the left, should be replaced with "PC" for the players, and "NPC/Monster" for the DM.

Example: Bolog and the Orc.
Bolog is travelling towards Thay, and has decided to take a rather risky short-cut through the woods. Suddenly he is attacked by two orcs.

The DM announces that Bolog's player should roll initiative. (The DM rolls for the two orcs.) Bolog wants to hit one of the orcs with his longsword (speed-5), he rolls a 3 - giving a total of 8. The two orcs both want to use their short-swords (speed-3), they've rolled 4, and 9 - giving a total of 7 and 12.
The DM "counts-the-battle", TU by TU. When he reaches 7 the first orc tries to stab Bolog, but misses. (The DM rolls a 7 for the orc's next attack. Adding the weapon speed gives 10, the orc's next attack will be at TU 17). On TU 8 Bolog slashes his longsword into the second orc - and it falls screaming to the ground. (The player rolls a 2 for Bolog's next attack. Adding the weapon speed gives 7, Bolog's next attack will be at TU 15). On TU 15 Bolog proves his skill as he kills the other orc.

 

Top
Multiple Attacks and ROF

MAATU Table

#AT/ROF
3/2
2
5/2
3
7/2
4
9/2+

MAATU
7
6
5
4
3
2
1

This table is read from left to right. (#AT gives you the MAATU - not the other way around).

Multiple attacks
PC/NPC/Monsters with multiple attacks use the table to to left. According to the #AT, the MAATU (Multiple Attack Addon Time Unit) indicates how many TUs will pass between multiple attacks.

ROF (Rate of Fire)
PC/NPC/Monsters with slow ROFs must spend 10 TUs to rearm their weapons for each round they would spend using the original AD&D rules.

MAATU Modifiers
PCs with high Dexterity (16+) may use their Reaction Adjustment to lower the MAATU for weapons up to 12 lbs.

PCs with high Strength (17+) may use their Hit Probability to lower the MAATU for weapons heavier than 12 lbs.

Note: High DEX/STR does NOT give a PC more attacks!

Example: Takal's multiple attacks.
The current TU is 25. Takal rolls a 3 on initiative for his attack (#AT 3), adding his weapon speed (4), ending up with a total of 7. So Takal makes his first-attack at TU 32, adding the MAATU (4) makes the second-attack occur at TU 36 and the third attack at TU 40. (Takal's player may now roll his next initiative).

 

Top
Spellcasting
The Spell Expense (SE)
Spellcasters must add the SE to their initiative rolls when using magic, in addition to the casting time of the spell. As spellcasters gain additional levels, the SE is lowered according to the SE Table to the right.

Interrupted Spellcasters
If spellcasters are interrupted, i.e. attacked while casting spells, they will only lose the spell from memory if they are interrupted within the casting time of the spell.

Spell Duration
The duration of any spell is calculated fast, as rounds are absent in ETUCS. The player and DM can easily figure out at what TU any spell will expire.

SE Table

Level
1-2
3-4
5-6
7-8
9+

SE
4
3
2
1
0

The SE cannot be negative. The lowest possible SE is 0.

Example: Eldäron the Tall
The 4th-level mage Eldäron is out in the fields searching for spell-components. He hears a noise from the other side of a small hill. Suddenly two kobolds are charging him, seeking his demise. Because of the distance Eldäron has some time before they reach him.

Eldäron decides to divide a magic missile on both of the vermins. He rolls a 4 on his initiative, adds the SE (3) and the casting time (1), to a total of 8. Of course he hits the kobolds, but only one of them dies. Eldäron has one more magic missile memorized, and he decides to use it. He rolls a 7 on initiative, adds the SE (3) and the casting time (1), adding up for a total of 11. Eldäron may cast his next magic missile at TU 19.

At TU 14 the DM announces that five more kobolds are emerging from behind the hill. Eldäron, smart as he is, decides to change his mind and cast a sleep spell, instead of the magic missile (which he does not lose from memory).

Eldäron rolls a 2 for initiative, adding SE (3) and casting time (1), gives a total of 6. The sleep spell will be cast at TU 20.

Luckily for Eldäron none of the kobolds have reached him before the sleep spell goes off. All the six kobolds falls asleep and will not wake up for 200 TUs, plenty of time for Eldäron to either leave or do them off.

 

Top
Miscellaneous
Magical Weapons
The Scimitar of Speed and the Shortsword of Quickness give the wielder a -4 initiative bonus when they are used.

Poison, stunned characters and your imagination...
Poison onset-times are calculated just as spell durations. If a character is stunned for 1d4 rounds the DM (who knows the result of that 1d4 roll) knows at what TU the character awakens.

As you stumble upon situations where this method seems to be practical, please feel free to introduce it.