Difference between revisions of "Round and actions"

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(Initiative)
 
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==== Initiative ====
 
==== Initiative ====
  
When any player cares about the turn order, each player (including the DM) rolls a d6 for initiative, then each character they control applies its own Agility as a bonus to the roll. Whoever has the highest initiative goes first, second highest goes second, etcetera. Break ties randomly.
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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.
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Break ties randomly when needed, but note that characters can choose to [[Delay]] their turns for a better turn order.
  
 
==== Actions ====
 
==== Actions ====

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.