Round and actions

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Revision as of 17:27, 10 October 2012 by ZD (Talk) (Initiative)

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Combat is composed of a series of 6 second rounds, during which each character may take a turn.

Initiative

Before combat begins, each player rolls for initiative, then each character they control applies its own initiative bonus. Whoever has the highest initiative goes first, second highest goes second, etcetera. Sleeping creatures get a -4 penalty.

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 six seconds. There are also cheap actions, up to five of 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. 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.