Difference between revisions of "Laws of Turn Based Warfare"
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Latest revision as of 23:54, 17 May 2012
Turn Based Combat
When the game is in "turn based" mode, and a fight breaks out, somebody will call out "Fight!". At this point, everybody freezes where they stand.
In Turn Based Combat, players take turns making a single action. The encounter is divided into rounds - during a round, each player gets to go once.
Round sequence
The Initiator (whoever initiated the encounter by calling "FIGHT") gets to go first. The sequence of the round is determined by proximity to the Initiator. Whoever is standing closest to him goes next. If more than one player is equally close, the Initiator will choose the order in which they act. Once the first round has passed, people will continue to act in this order until everybody agrees the combat is over.
Die Rolls
Do you hit? All players should be carrying a 20 sided die. It is advisable to carry a clear plastic box or flat surface to aid in rolling. Any time you attack, roll the d20. A roll of 10 or higher counts as a hit. Certain skills, items, or powers might affect this roll.
On Your Turn
During your turn, you may take one action. Your options:
- Attack: Make a normal attack using a weapon you're holding.
- If you target another player with a melee attack, you must be close enough to touch the person's torso. If you are holding a weapon prop, you must be close enough to touch them with the weapon.
- If you target another player with a ranged attack, you must be within 20 feet of them, and must be able to see their head or torso. Line of sight cannot be broken by an object that the person holds.
- Move: Take 5 steps in any direction. At the end of the move, you are allowed to crouch, lay down, or otherwise take cover. You must maintain that position until the next time you move.
- Change Gear: Draw a weapon, sheath a weapon, otherwise change what you're holding.
- Skill: Use an ability from your character sheet.
Opportunity Attacks: If you make a ranged attack while another player is within arm's reach of you and has a melee weapon ready, they can make an attack immediately afterwards for free.
Performing Long Actions, Passage Of Time - A combat round represents about 10 seconds of real time. If the rules refer to an action taking 30 seconds, that means it takes 3 full rounds. If something takes 3 seconds to complete, it still takes one full round. Each time you perform the action, you must say it out loud.
For example, to use the "Take a breath" skill, you must concentrate for 30 seconds. That means you must spend 3 consecutive turns where your only action is saying "Take a breath".