action_initiative_skills
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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 ====== | ||
| - | Skill regarding actions and initiative involve moving, attacking, and defending more quickly, more often, and more strategically in order to come out ahead. | ||
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| - | ^ Skill ^ Non-Proficient? | ||
| - | | [[tactics# | ||
| - | | [[action_initiative_skills# | ||
| - | | [[action_initiative_skills# | ||
| - | | [[action_initiative_skills# | ||
| - | | [[force_offense_skills# | ||
| - | | [[tactics# | ||
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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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| - | ==== Offensive Maneuvering ==== | ||
| - | See Tactics - Offensive Maneuvering | ||
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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. | ||
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| - | ==== Ambush ==== | ||
| - | See Tactics - Ambush | ||
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action_initiative_skills.1565844840.txt.gz · Last modified: by dungeonmaster
