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| game_systems:combat:actions [2026/01/09 18:42] – [Not an Action] vondor | game_systems:combat:actions [2026/03/16 18:20] (current) – [Action Types] elfinlocks | ||
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| - | ===== ARCHIVED Combat Actions ===== | + | ======Actions in Combat====== |
| - | + | ||
| - | ===== Actions in Combat ===== | + | |
| During one turn, there are a wide variety of actions that your character can perform, from swinging a sword to casting a spell. | During one turn, there are a wide variety of actions that your character can perform, from swinging a sword to casting a spell. | ||
| - | ===== Action Types ===== | + | =====Action Types===== |
| - | <WRAP round box> | + | Below is a list of all actions, |
| - | An action’s type essentially tells you how long the action takes to perform (within the framework of the 6-second combat round) and how movement | + | |
| + | ---- | ||
| - | Each round a character gets two half actions and a swift action by default. Only one spell or spell like ability may be cast per turn if it requires a half action. | + | ====Half Action==== |
| - | </ | + | A Half Action is the most commonly used action, and allows you to make an attack, move up to your speed, cast a spell, or perform an action that takes a similar amount of time (see Chart 1-1). |
| - | ==== Half Action ==== | + | |
| - | <WRAP round box> | + | ====Full-Round Action==== |
| - | A half action allows you to do something, most commonly | + | A Full-Round Action |
| - | </ | + | |
| - | ==== Full-Round Action ==== | + | ====Swift Action==== |
| - | <WRAP round box> | + | A Swift Action |
| - | A full-round action | + | |
| - | </ | + | ====Immediate Action==== |
| - | ==== Free Action | + | An Immediate Action functions like a Swift Action, but may be performed at any time, even when it is not your turn. This expends your next turn’s Swift Action. |
| - | <WRAP round box> | + | |
| - | Free actions consume a very small amount | + | ====Free Action==== |
| - | </ | + | Free Actions consume a very small amount of time and effort. You can perform one or more Free Actions whilst taking other actions normally. Reasonable limits apply, as determined by the GM. |
| - | ==== Swift Action ==== | + | |
| - | <WRAP round box> | + | ====Not an Action==== |
| - | A swift action | + | Some activities are so minor they are not considered actions |
| - | </ | + | |
| - | ==== Immediate Action ==== | + | ---- |
| - | <WRAP round box> | + | |
| - | An immediate action is very similar to a swift action, but can be performed at any time—even if it’s not your turn. This expends your next turn's swift action. | + | =====Charts===== |
| - | </ | + | |
| - | ==== Not an Action ==== | + | <WRAP group stackable> |
| - | <WRAP round box> | + | |
| - | Some activities are so minor that they are not even considered | + | <WRAP half column first> |
| + | ===2-1=== | ||
| + | ^ Half Action (1-1) ^ [[chargen: | ||
| + | | Activate a magic item other than a potion or oil | No | | ||
| + | | Aid another | No | | ||
| + | | Attack (melee) | No | | ||
| + | | Attack (ranged) | Yes | | ||
| + | | Attack (unarmed) | No | | ||
| + | | Cast a Spell | Yes | | ||
| + | | Channel energy | No | | ||
| + | | Concentrate to maintain an active spell | No | | ||
| + | | Control a frightened mount | Yes | | ||
| + | | Direct or redirect an active spell | No | | ||
| + | | Dismiss a spell | No | | ||
| + | | Draw a hidden weapon | No | | ||
| + | | Draw a weapon | No | | ||
| + | | Drink a potion or apply an oil | No | | ||
| + | | Escape a grapple | No | | ||
| + | | Feint | No | | ||
| + | | Light a torch with a tindertwig | Yes | | ||
| + | | Load a hand crossbow | ||
| + | | Lower spell resistance | No | | ||
| + | | Mount/ | ||
| + | | Move a heavy object | Yes | | ||
| + | | Lock or unlock a door | No | | ||
| + | | Pick up an item | Yes | | ||
| + | | Read a scroll | Yes | | ||
| + | | Ready (triggers a half action) | No | | ||
| + | | Ready or drop a shield | No | | ||
| + | | Retrieve a stored item | Yes | | ||
| + | | Sheathe a weapon | No | | ||
| + | | Stabilize a dying friend | No | | ||
| + | | Stand up from prone | Yes | | ||
| + | | Total defense | No | | ||
| + | | Use extraordinary ability | No | | ||
| + | | Use skill that takes 1 action | Usually | | ||
| + | | Use spell-like ability | Yes | | ||
| + | | Use supernatural ability | No | | ||
| </ | </ | ||
| - | === Charts === | ||
| - | == 1-1 == | + | <WRAP half column> |
| - | ^ Half Action (1-1) ^ AoO ^ | + | ===2-2=== |
| - | | Activate a magic item other than a potion or oil | No | | + | |
| - | | Aid another | + | |
| - | | Attack (melee) | + | |
| - | | Attack (ranged) | + | |
| - | | Attack (unarmed) | + | |
| - | | Cast a spell | Yes | | + | |
| - | | Channel energy | + | |
| - | | Concentrate to maintain an active spell | No | | + | |
| - | | Control a frightened mount | Yes | | + | |
| - | | Direct or redirect an active spell | No | | + | |
| - | | Dismiss a spell | No | | + | |
| - | | Draw a hidden weapon | + | |
| - | | Draw a weapon | + | |
| - | | Drink a potion or apply an oil | No | | + | |
| - | | Escape a grapple | + | |
| - | | Feint | No | | + | |
| - | | Light a torch with a tindertwig | + | |
| - | | Load a hand crossbow or light crossbow | + | |
| - | | Lower spell resistance | + | |
| - | | Mount/ | + | |
| - | | Move a heavy object | + | |
| - | | Lock or unlock a door | No | | + | |
| - | | Pick up an item | Yes | | + | |
| - | | Read a scroll | + | |
| - | | Ready (triggers a half action) | + | |
| - | | Ready or drop a shield | + | |
| - | | Retrieve a stored item | Yes | | + | |
| - | | Sheathe a weapon | + | |
| - | | Stabilize a dying friend (see Heal skill) | + | |
| - | | Stand up from prone | Yes | | + | |
| - | | Total defense | + | |
| - | | Use extraordinary ability | + | |
| - | | Use skill that takes 1 action | + | |
| - | | Use spell-like ability | + | |
| - | | Use supernatural ability | + | |
| - | == 1-2 == | + | ^ Full-Round Action (1-2) |
| - | {{tablelayout? | + | |
| - | ^ Full-Round Action (1-2) | + | |
| | Charge | | Charge | ||
| | Deliver coup de grace | Yes | | | Deliver coup de grace | Yes | | ||
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| | Load a heavy or repeating crossbow | | Load a heavy or repeating crossbow | ||
| | Lock or unlock weapon in locked gauntlet | | Lock or unlock weapon in locked gauntlet | ||
| - | | Prepare to throw splash weapon | ||
| | Run | Yes | | | Run | Yes | | ||
| | Use a touch spell on up to six friends | | Use a touch spell on up to six friends | ||
| | Use skill that takes 1 round | Usually | | Use skill that takes 1 round | Usually | ||
| - | == 1-3 == | + | ===2-3=== |
| - | {{tablelayout? | + | ^ Free Action (1-3) ^ [[chargen: |
| - | ^ Free Action (1-3) | + | | Drop a held item | No | |
| - | | Drop a held item | No | | + | | Drop to floor | No | |
| - | | Drop to floor | + | | Prepare components for a Spell | No | |
| - | | Prepare components for a Spell | No | | + | | Prepare a thrown item | No | |
| - | | Prepare a thrown item | + | | Sass | No | |
| - | | Sass | No | | + | | Speak | No | |
| - | | Speak | + | | Talent | Varies | |
| - | | Talent | + | |
| - | == 1-4 == | + | ===2-4=== |
| - | {{tablelayout? | + | ^ Swift Action (1-4) ^ [[chargen: |
| - | ^ Swift Action (1-4) ^ AoO | + | | 5-Foot Step | No | |
| - | | 5-Foot Step | + | | Talent | Varies | |
| - | | Talent | + | |
| - | == 1-5 == | + | ===2-5=== |
| - | {{tablelayout? | + | ^ Immediate Action (1-5) ^ [[chargen: |
| - | ^ Immediate Action (1-5) ^ AoO ^ | + | | Drop a held item | No | |
| - | | Drop a held item | No | + | | Respond | No | |
| - | | Respond | + | | Shit pants | No | |
| - | | Shit pants | No | + | | Some Spells | No | |
| - | | Some Spells | + | | Surrender | Yes | |
| - | | Surrender | + | |
| - | == 1-6 == | + | ===2-6=== |
| - | {{tablelayout? | + | ^ No Action (1-6) ^ [[chargen: |
| - | ^ No Action (1-6) ^ AoO ^ | + | | Cease Concentration | No | |
| - | | Cease Concentration | + | | Delay | No | |
| - | | Delay | No | + | | Nock Arrow | No | |
| - | | Nock Arrow | + | | Open a door | No | |
| - | | Open a door | No | + | |
| - | ==== Battle Damage ==== | + | </WRAP> |
| - | + | ||
| - | When a character is reduced to **negative Wounds** by an attack or effect, they suffer **Battle Damage**. | + | |
| - | Roll **1d4** on the appropriate damage table. | + | |
| - | + | ||
| - | Battle Damage represents **temporary injuries** that can be mitigated with: | + | |
| - | * A successful **Heal check** | + | |
| - | * A **Full-Round Action** | + | |
| - | + | ||
| - | Each Battle Damage result is tied to the **damage type** that caused it. | + | |
| - | + | ||
| - | If the triggering attack reduces the character to **more than half their maximum Wounds into the negative**, roll **1d6 instead of 1d4**. | + | |
| - | + | ||
| - | ---- | + | |
| - | + | ||
| - | ===== Energy Damage ===== | + | |
| - | + | ||
| - | **1–2) Singed (DC 15)** | + | |
| - | The character is **Winded** from the pain of burned, charred, or frozen skin. | + | |
| - | + | ||
| - | **3–4) Deep Burns (DC 15)** | + | |
| - | The character must succeed on a **Will Save (DC 15)** or be **Staggered** for as long as they have this Battle Damage, due to deep tissue damage. | + | |
| - | + | ||
| - | **5) Flare Up (DC 20)** | + | |
| - | The energy overwhelms the character’s senses as their body fuels the attack. | + | |
| - | Flip a coin: | + | |
| - | * **Heads:** The character is **Deaf** | + | |
| - | * **Tails:** The character is **Blind** | + | |
| - | + | ||
| - | **6) Beautiful Transcendence (No DC)** | + | |
| - | The energy refuses to stop at a single limb—the character | + | |
| - | Roll **1d6** to determine where the energy travels next: | + | |
| - | * 1 – Left Arm | + | |
| - | * 2 – Right Arm | + | |
| - | * 3 – Body | + | |
| - | * 4 – Left Leg | + | |
| - | * 5 – Right Leg | + | |
| - | * 6 – Head | + | |
| - | + | ||
| - | That limb immediately suffers **2d6 Wounds** of the same energy type. | + | |
| - | If this damage would cause Battle Damage, it is **automatically Beautiful Transcendence**. | + | |
| - | + | ||
| - | ---- | + | |
| - | + | ||
| - | ===== Bludgeoning Damage ===== | + | |
| - | + | ||
| - | **1–2) Battered (DC 15)** | + | |
| - | The character is **Winded** from the pain of the beating. | + | |
| - | + | ||
| - | **3–4) Bell-Ringing (DC 15)** | + | |
| - | The character must succeed on a **Fortitude Save (DC 15)** or be **Stunned for 1d4 rounds**, then **Staggered** afterward from the brutal impact. | + | |
| - | + | ||
| - | **5) Knocked Down (DC 20)** | + | |
| - | The character is knocked **Prone** and becomes **Fatigued** from the sheer force of the attack. | + | |
| - | + | ||
| - | **6) Utterly Broken (DC 25)** | + | |
| - | Sometimes death would have been kinder. | + | |
| - | The character must succeed on a **Will Save (DC 20)** or be **Stunned and Exhausted**. | + | |
| - | On a success, the character is still **Exhausted** from the brutality of the blow. | + | |
| - | + | ||
| - | ---- | + | |
| - | + | ||
| - | ===== Piercing Damage ===== | + | |
| - | + | ||
| - | **1–2) Stuck (DC 15)** | + | |
| - | The character is **Hindered** by the deep puncture wound. | + | |
| - | + | ||
| - | **3–4) Oozing Puncture (DC 15)** | + | |
| - | Each round, the character must succeed on a **Fortitude Save (DC 10)** or lose **1d4 Wounds** from the affected limb. | + | |
| - | + | ||
| - | **5) Something Is Wrong (DC 25)** | + | |
| - | The wound is horrifyingly deep, shaking the character’s confidence in survival. | + | |
| - | Each round, flip a coin: | + | |
| - | * **Heads:** No effect | + | |
| - | * **Tails:** The character suffers **1d6 damage** to remaining HP or to a random limb. | + | |
| - | + | ||
| - | **6) It’s Over, Guys (DC 30)** | + | |
| - | The wound is simply too deep—death is now slow and inevitable. | + | |
| - | The character is **Stunned**, | + | |
| - | + | ||
| - | ---- | + | |
| - | + | ||
| - | ===== Slashing Damage ===== | + | |
| - | + | ||
| - | **1–2) Deep Cut (DC 15)** | + | |
| - | The character is **Winded** from the pain of the vicious gash. | + | |
| - | + | ||
| - | **3–4) Muscles Severed (DC 15)** | + | |
| - | Severe muscle damage makes all actions harder. | + | |
| - | The character is **Fatigued**. | + | |
| - | + | ||
| - | **5) Peeling Wounds (DC 20)** | + | |
| - | Sometimes movement is the worst possible choice. | + | |
| - | Whenever the character takes an action involving movement or combat, flip a coin: | + | |
| - | * **Heads:** No effect | + | |
| - | * **Tails:** The affected limb suffers **2d6 damage** | + | |
| - | + | ||
| - | **6) By a Thread (DC 30)** | + | |
| - | As long as you do // | + | |
| - | If the character takes any action involving movement or combat, the affected limb is **instantly destroyed**. | + | |
| + | </ | ||
