Difference between revisions of "Round and actions"
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− | Combat is composed of a series of | + | Combat is composed of a series of 15 second rounds, during which each character may take a turn. |
==== Initiative ==== | ==== Initiative ==== | ||
− | + | When any player cares about the turn order, each player (including the DM) rolls a single d6 for initiative to apply to all characters they control. Then each character they control applies its own [[Agility]] as a bonus to the roll. | |
+ | |||
+ | Break ties randomly when needed, but note that characters can choose to [[Delay]] their turns for a better turn order. | ||
==== Actions ==== | ==== Actions ==== | ||
− | During each character’s turn, that character may take a [[standard action]] | + | During each character’s turn, that character may take a [[standard action|standard action]] and a [[move action|move action]], as well as engaging in many smaller actions. Instead of a [[standard action|standard action]], a character may take another [[move action|move action]]. A round (each character taking a turn) is fifteen seconds. There are also [[immediate action|immediate actions]], which can be used on any turn, and interrupt the current event or action immediately: each [[immediate action|immediate action]] taken requires the character to expend one [[move action|move action]] as soon as they are able; a character cannot have more than two pending [[move action|move actions]] of this type at a time. |
+ | |||
+ | ==== Durations ==== | ||
+ | |||
+ | If something has a duration measured in rounds, that means it ends at the beginning of the current initiative count, some number of rounds later. |
Latest revision as of 19:16, 2 April 2018
Combat is composed of a series of 15 second rounds, during which each character may take a turn.
Initiative
When any player cares about the turn order, each player (including the DM) rolls a single d6 for initiative to apply to all characters they control. Then each character they control applies its own Agility as a bonus to the roll.
Break ties randomly when needed, but note that characters can choose to Delay their turns for a better turn order.
Actions
During each character’s turn, that character may take a standard action and a move action, as well as engaging in many smaller actions. Instead of a standard action, a character may take another move action. A round (each character taking a turn) is fifteen seconds. There are also immediate actions, which can be used on any turn, and interrupt the current event or action immediately: each immediate action taken requires the character to expend one move action as soon as they are able; a character cannot have more than two pending move actions of this type at a time.
Durations
If something has a duration measured in rounds, that means it ends at the beginning of the current initiative count, some number of rounds later.