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 ====== | ||
| - | With hit points at a premium, skills regarding actions and initiative involve moving, attacking, and defending more quickly, more often, and more strategically in order to inflict the most damage as well as limiting the number of actions of one's opponents to avoid taking damage. | ||
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| - | Although related, we subdivide initiative--who moves first--from actions--how they move--in the descriptions below the table. | ||
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| - | ^ Skill ^ Non-Proficient? | ||
| - | | [[tactics# | ||
| - | | [[action_initiative_skills# | ||
| - | | [[force_offense_skills# | ||
| - | | [[action_initiative_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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| - | ==== 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.1566147700.txt.gz · Last modified: by dungeonmaster
