Difference between revisions of "Combat Actions"
m (→Move Actions) |
m (→Standard Actions) |
||
| Line 28: | Line 28: | ||
===Standard Actions=== | ===Standard Actions=== | ||
| + | Standard Actions are actions that require the character’s focus and skill to perform – striking a foe, untying a knot, blocking an attack. They may be quick, but they require the character’s full attention. | ||
| + | |||
| + | Some Standard Actions allow a character to gain Attacks - these can then be spent on specific forms of attacks. | ||
===Full Round Actions=== | ===Full Round Actions=== | ||
Revision as of 15:11, 30 October 2016
Contents
Types of Actions
Actions are divided into several varieties - Passive Actions, Reactions, Free Actions, Move Actions, Standard Actions, Full Round Actions and Multi-Round Actions.
Passive Actions
These are actions the character is able to take at any time and usually without thinking about it. This includes simply breathing and thinking.
Most of the time, talking is considered a Passive Action, though if Surprised or Ambushed, a character may not be able to talk.
Passive actions may always be taken, so long as the character is not specifically stopped from them.
Reactions
Reactions can be taken at any time - including during an enemy's turn. These are usually minor or inconsequential but can sometimes be life-saving. Some may cost an action or attack - for instance, a Defensive Disarm means the character must use up one attack this round or spend a Standard Action on an Attack next round to pay for it.
Reactions may not be taken against something if the character is Surprised, Ambushed or Unaware in relation to it. If the character is Flatfooted against a specific attack, they may not use Reactions to oppose it.
Opportunity Actions are a specific form of Reaction that use an Opportunity Action. They are effectively Reactions that are finite in number. These include things such as Attacks of Opportunity and Quaffing Potions.
Free Actions
Free Actions are minor actions performed during the character’s turn. As characters act may take action at any point on their initiative when they are capable to act, numerous Free actions may be taken throughout the round. A Kobold can turn around at the Very Fast phase and grab a potion, use it later in the round and then drop the bottle at the end of the round.
These are generally things almost automatically done – a character fleeing does not need to stop and spend a Move or Standard action to open a door for instance, though they may need to spend one if the door is locked or they intend to knock it down.
Move Actions
Move Actions are actions that, though simple, are time consuming. For example, moving across a room, sorting through one’s pack or chugging a potion for instance all take time to perform, even if they do not require necessarily intense actions to do so.
Many minor movement actions (drinking potions or taking an accessible item) may be done as Opportunity Actions, but doing so will provoke an Attack of Opportunity - these are listed in their Opportunity Action variants.
Standard Actions
Standard Actions are actions that require the character’s focus and skill to perform – striking a foe, untying a knot, blocking an attack. They may be quick, but they require the character’s full attention.
Some Standard Actions allow a character to gain Attacks - these can then be spent on specific forms of attacks.
Full Round Actions
Multi Round Actions
Unfulfilled Action
Some actions require an action to be spent at the earliest possible convenience - this round if able, the next round if not.
For example, using a Defensive Disarm reaction requires the character to spend an Attack this round or the next round to perform it. In this case, the character could 'pay' for the action by one of the following:
- Having spent a Standard Action on Attacks this round already and having Attacks remaining that can be spent on this.
- Having a Standard Action remaining for use later in the round that could be spent on Attacking and then spending one Attack on this.
- If the character has already spent all Standard Actions or does not have enough Attacks left this round, they must spend a Standard Action next round on Attacking and then pay for any using Attacks from that round.
If a character would not be able to pay for all such actions within this and the next round, they cannot perform the actions at all. For instance, a Fighter with 3 attacks has already used 2 attacks this round and decides to make 2 Block attempts. Because they have an attack remaining this round, they may block once, but next round they would need to spend a Standard Action and one attack to pay for it.
If, however, a character becomes unable to pay for the action, they immediately become Stunned for one round, with no save or allowance for immunity.