Round and actions

From Gempunks
Revision as of 07:20, 15 February 2018 by Foxwarrior (Talk | contribs) (Initiative)

Jump to: navigation, search

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 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.

Actions

During each character’s turn, that character may take a standard action, a move action, and a minor action. Instead of a standard action, a character may take a move action or minor action. Instead of a move action, a character may take a minor action. A round (each character taking a turn) is fifteen seconds. There are also cheap actions which may be taken, at any time during a round: however, they resolve after the currently declared action; if there is no currently declared action, the character whose turn it is may declare one. A character who has taken five cheap actions since the beginning of their last turn cannot take any more. Finally, there are 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 minor action as soon as they are able; a character cannot have more than three pending minor 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.