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action_initiative_skills [2019/08/15 02:47] – dungeonmasteraction_initiative_skills [2019/12/30 06:08] (current) – removed dungeonmaster
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-[[start|Dice Mob Home]] > [[dice_mob_rules|Dice Mob Rules]] > [[specific_rules_skills|Specific Rules of Skills and Magic]] 
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-====== Actions and Initiative Skills ====== 
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-^ Skill ^ Non-Proficient? ^ Roll Type ^ Effect in a Nutshell ^ Mana? ^ 
-| [[tactics#ambush|Ambush]] | Yes | None | With proper preparation, one or two dice are added to a party's initiative dice per degree | No | 
-| [[action_initiative_skills#berserking|Berserking]] | No | None | Lose all defensive actions, add one additional combat action per degree | Per Degree | 
-| [[action_initiative_skills#entrapment|Entrapment]] | Yes | Win-Loss vs Self | Lost action (actions lost in the following order: non-combat, combat, defensive, passive) | Per Degree | 
-| [[action_initiative_skills#increased_reaction_time|Increased Reaction Time]] | No | None | One initiative die per degree; 4th degree - Never surprised | No | 
-| [[force_offense_skills#dual_wielding|Dual Wielding]] | Yes | None | Each combat action becomes two combat actions, one for each weapon; negative four dice with weak hand + one die per degree; gain one die in each hand per degree after fourth | No | 
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-===== Actions ===== 
-As we’ve mentioned before actions can be combat actings, non-combat actions, passive actions, defensive actions, and free actions. Each character normally has one combat action, one non-combat action, one passive action, one defensive action, and as many free actions as they want. Some skills can change this number, however. 
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-Increased numbers of attacks (or reducing an enemies numbers of attacks) could be include magic related to moving more quickly. 
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-==== Berserking ==== 
-All defensive actions can be turned into a combat action. Each degree allows an additional combat action, thus a third degree berserker would get four actions and no defensive actions, along with the standard number of non-combat and passive actions they always get. 
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-==== Entrapment ==== 
-Reduce the number of combat and non-combat actions of an opponent. Nets, webbing, bolas, freezing attacks, and snares often include entrapment. Generally entrapment removes the non-combat action first followed by the combat action. 
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-==== Dual Wielding ==== 
-See dual wielding skill under Force Offense Skills 
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-===== Initiative ===== 
-In a turn-based system of attacks, initiative is just who goes first. Instead of opposing rolls to determine initiative, all dice are added together with the highest number going first. 
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-==== Increased Reaction Time ==== 
-For each degree, the character rolls an additional die for determining initiative. At fourth degree or higher, a character is never fully affected by surprise; they simply react too quickly. Even at fourth level, this doesn’t require mana. 
  
action_initiative_skills.1565837275.txt.gz · Last modified: by dungeonmaster