Round and actions: Difference between revisions

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==== Initiative ====
==== Initiative ====


When any player cares about the turn order, each player (including the DM) rolls a d10 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.
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]], 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|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 action|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 action|minor actions]] of this type at a time.
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 ====
==== 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.
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.