Group Turns (PSR Supplement)

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

System Differences

The Basics

Time
Shifts
Phases

The d20

Ability Check

Ability Scores

Strength
Dexterity
Constitution
Knowledge
Perception
Charisma

Saving Throws
Skills
Carry Slots

Encounters

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

Hit Points & Damage

Temporary Hit Points
Massive Damage
Damage Types
Max Damage

Other Dangers

Defeat
Dramatic Death
Common Hazards
Extreme Climates
Conditions

Downtime

Downtime Trading
Downtime Enterprise

Items

Goods & Currency
Material Goods
Weapons
Improvised
Attire
Shields
Tools
Gear
Attunement

Objects

Damaging Objects
Hauling Objects
Vehicles
Artillery

NPCs

Mount
Cohort
Stat Blocks
Vulnerability, Resistance, & Immunity
Special Senses

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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