Beruflich Dokumente
Kultur Dokumente
During the Statement of Intent phase of combat, players may declare their
characters action and target (if any). At this stage they do not know the enemies
actions.
The DM declares enemy actions.
Players who have not yet declared an action must now declare. They take a -1
initiative penalty, but can react to enemy actions, which they have waited to see.
Phase 2: Initiative
Everyone rolls initiative with whatever modifiers they have. If there is more than one
combatant who "automatically wins" or "automatically loses" initiative then they must roll
between themselves to determine their order.
Phase 3: Actions
In initiative order (with ties meaning simultaneous resolution), each character performs
the action they declared, from the following list:
i.
ii.
iii.
iv.
v.
vi.
Activate a Magic Item (e.g. wand or scroll) Takes the whole round and is
disrupted if you take damage before your initiative.
Attack Make one or more attacks; you may also move up to your movement
rate before attacking.
i.
Melee Attack Attack an adjacent opponent bare-handed or with a handheld weapon.
ii.
Missile/Throw Attack Attack an opponent at range with missile fire or a
thrown weapon.
iii.
Multiple Attacks Generally applies to melee/thrown weapons, but not
missile weapons. Attacks occur consecutively.
iv.
Second Attack Some weapons grant a second attack (i.e. shield
weapons) which follows immediately after the first attack.
v.
Two-Handed Melee Weapons Always lose initiative.
vi.
Two Weapon Fighting Always lose initiative.
vii.
Wrestling Attempting to wrestle armed opponent causes loss of
initiative.
Cast Spell Takes the whole round and is disrupted if you take damage before
your initiative.
Charge (Mounted) Only for mounted combatants with certain weapons - move
up to your mount's movement rate before attacking, then make a melee attack
that does double damage. This is a Fighter Maneuver, and is also known as Lance
Attack.
Charge (Standard) Move towards target at least 10 in straight line with no
obstructions, then make a melee attack at +2, but suffer -2 AC until the start of
your turn next round. A successful hit inflicts double damage.
Concentrate When concentrating to maintain a spell or effect from a magical
item, you can move half your movement rate and do nothing else; may be
disrupted if you take damage at any time during the round.
vii.
viii.
ix.
x.
xi.
xii.
xiii.
xiv.
xv.
xvi.
xvii.
xviii.
xix.
xx.
xxi.
xxii.
xxiii.
Smash Make a single melee attack at -5 penalty adding your entire strength
score and strength bonus to the damage done. This is a Fighter Combat Option,
and always loses initiative. Cannot be used with weapon mastery.
Use Non-activatable Item (e.g. ring or potion) You can also move up to
your movement rate while performing this action.
Use Special Ability or Skill (e.g. turn undead, pick locks) Varies, and is
based on the special ability or skill being used.