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This contains basic | __NOAUTOLINKS__ | ||
This contains basic combat rules along with a list of maneuvers and conditions that might come up. | |||
== Initiative == | |||
Combat begins when all creatures involved roll Initiative. | |||
Initiative determines the order in which creatures take their turn during combat. | |||
Initiative is an AWR check: each creature rolls 1d20 and adds their AWR. The one with the highest roll goes first, followed by the second-highest, and so on. After the last creature takes its turn, the first creature takes its second turn. Initiative order is repeated until combat is resolved. | |||
In the event of a tie between one or more creatures, the creature with the higher AWR goes first out of those creatures. If one or more creatures tie and have the same AWR, roll unmodified d20s for each tied creature; the highest roll goes first out of those creatures, then the second highest, etc. | |||
Remember that if you are encumbered, you must set down all items that are causing you to be encumbered before you can equip a weapon or a shield. | |||
== Actions == | |||
=== Action Points === | |||
At the start of each turn, you gain 3 AP, and then gain additional AP based on your COR. If you had any Reactive AP (see below), you may add some of it to your new pool of AP. | |||
{| class="wikitable" | |||
|+ | |||
!Coordination (COR) | |||
!Bonus AP | |||
|- | |||
| -3 | |||
| -2 | |||
|- | |||
| -2 to -1 | |||
| -1 | |||
|- | |||
|0 to 1 | |||
|0 | |||
|- | |||
|2 to 3 | |||
| +1 | |||
|- | |||
|4 to 5 | |||
| +2 | |||
|- | |||
|6 to 7 | |||
| +3 | |||
|- | |||
|8 to 9 | |||
| +4 | |||
|- | |||
|10 to 11 | |||
| +5 | |||
|- | |||
|12 | |||
| +6 | |||
|} | |||
You may spend your AP as you deem appropriate on your turn. | |||
Any AP that you do not spend during your turn becomes Reactive AP, which you can spend during the round of combat before the start of your next turn. | |||
When you start your next turn, you can carry over a finite amount of Reactive AP. You can retain no more Reactive AP than 1⁄2 your level + 1. (I.e., a level 1 or 2 character can retain 2 Reactive AP, a level 3 or 4 character can retain 3 Reactive AP, etc.) At the start of your turn, you add this remaining Reactive AP to your new pool of AP.<blockquote>Note: Some features, like the Berzerker’s Blood Rage and the Cleric’s Holy Support ability, allow you additional AP (respectively, “Rage AP” and “Support AP”) that follow special rules. You can only ever have one source of special AP. If you would gain more than one source of special AP, you can choose which type of special AP you keep.</blockquote> | |||
=== Actions === | |||
Actions cost varying amounts of AP, referred to as Action Point Costs (APC). You can do any combination of things on your turn, in any order you wish, provided you have enough AP to spend, and you can spend AP on the same action multiple times in a turn. | |||
'''Move:''' All adventurers start with a base speed of 20 ft. You can spend 1 AP to move up to your Speed. This movement endswhen you spend your next AP. | |||
If you have a Climb, Swim, Fly, or Burrow speed, that means that you can do those kinds of movements as well. If you combine movements (say you run, then fly over a trench, then keep running) - you use the largest movement number for your total movement (instead of adding them together), and cannot move more than your maximum speed in any specific type of movement. For example: | |||
* If you have Speed 20, Swim 20, and Fly 30, then for 1 AP: | |||
* You can run 10 ft, swim 10 ft, and fly 10 ft | |||
* You cannot swim 30 ft | |||
If you do not have a climb speed or a swim speed, but wish to climb a surface or swim, it costs 2ft of movement for every 1ft that you actually move. If the surface might be challenging to climb, then your MC might also require you to make a STR check, and if you have the Athletics skill, you can add that bonus to checks of this nature. | |||
'''Jump:''' | |||
=== Crits === | === Crits === | ||
If you crit with a creature, you can easily just look at their average | If you crit with a creature, you can easily just look at their average damage and add that to the size die that the attack does. For example, if a Veteran Soldier crits with a longsword that does 7 (1d8+3) damage, a crit would be 15 damage (the average, plus 8 for maximizing the critical damage die). | ||
=== Combat Maneuvers === | === Combat Maneuvers === | ||