Combat Actions

From FullPlate
Revision as of 15:06, 30 October 2016 by Samael (talk | contribs) (Free Actions)

Jump to: navigation, search

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.

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 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

Standard Actions

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.