actions_initiative
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| actions_initiative [2019/08/18 17:08] – dungeonmaster | actions_initiative [2020/10/03 16:20] (current) – dungeonmaster | ||
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| [[start|Dice Mob Home]] > [[dice_mob_rules|Dice Mob Rules]] | [[start|Dice Mob Home]] > [[dice_mob_rules|Dice Mob Rules]] | ||
| - | ====== Actions | + | ====== Actions ====== |
| - | ===== Actions ===== | + | |
| - | Actions are the number of times a character can do something in a certain nebulous period of time which we will call a round. A round is the amount of time it takes to go “around” the room and allow each friend or foe to take their turn. Each player and monster, on their turn, is allowed to make one combat actions, one non-combat action, one passive action, one defensive action, and an infinite number of free actions. | + | |
| - | There’s | + | ===== Initiative ===== |
| + | Although the results of most battles happen all at once, battles in DiceMob, of necessity, will be taken one at a time, like attacks in a Karate movie, where each creature gets a chance to perform all of its actions before moving on to the next creature. The ordering of these actions is called initiative. | ||
| + | |||
| + | Initiative, or the decision on who goes first, second, third, etc, in any given round, is rolled using the number of dice a player is allotted for initiative. Initiative, like healing rolls, is a [[dice_rolls# | ||
| + | |||
| + | ===== Action Types ===== | ||
| + | Actions are the number of times a creature can do something in a certain nebulous period of time which we will call a round. A round is the amount of time it takes to go “around” the room and allow each friend or foe to take their turn. Each character, on their turn, is generally allowed to make one combat action, one non-combat action, one passive action, one defensive action, and an infinite number of free actions. Monsters, unless otherwise stated, follow these same numbers and types of actions. | ||
| + | |||
| + | Actions are performed in a tier-system that looks like the following: | ||
| - Combat Actions | - Combat Actions | ||
| Line 13: | Line 19: | ||
| - Free Actions | - Free Actions | ||
| - | Combat | + | Higher tiered |
| - | Non-combat actions | + | Combat and non-combat |
| - | Passive actions include things like maintaining a spell, treading water, or other actions that someone would generally consider as something which takes some thought and effort but not as much as initiating something new. Switching weapons does as well. | + | ==== Combat Actions ==== |
| - | Defensive | + | Combat |
| - | Free actions are free. They don’t cost anything to do and a player can perform as many of them as they want, within reason. Shouting commands to troops, taunting an opponent, walking, and generally anything which can be done in parallel with another action would be considered a free action. They cannot be magical or psychic skills — those require a bit more effort — but if someone had a natural taunting or inspirational skill, this could be used as a free action. | + | ==== Non-Combat Actions ==== |
| - | ==== Substituting Actions ==== | + | Non-combat |
| - | Higher tiered | + | |
| - | ==== Deferring | + | ==== Passive |
| - | Combat and non-combat can be deferred until after all opponents have attacked. This might be worthwhile in cases where a player would rather use one of those actions for defensive purposes. Monsters and NPCs never defer actions, except under very rare circumstances such as ambushes or springing a trap. They don’t do so as part of normal combat. | + | |
| - | ==== Entrapment ==== | + | Passive actions include things like maintaining |
| - | Sometimes the effect of a skill causes something other than actual damage. Sometimes it restricts the ability for a character | + | |
| - | Generally entrapment removes the non-combat action. | + | ==== Defensive Actions ==== |
| + | |||
| + | Defensive actions are not done in the normal course of a creatures attack sequence. Defensive actions are reactive, which is to say that they are performed in response to another creature' | ||
| + | |||
| + | ==== Free Actions ==== | ||
| + | |||
| + | Free actions are free. They don’t cost anything to do and a player can perform as many of them as they want, within reason. Free actions are rare and are general things that don't affect combat all that much. Shouting suggestions to a fellow character could be considered free actions but moralizing or demoralizing comments toward friends and foes would not. Likewise most skills which might directly affect the outcome of a battle fall under combat, non-combat, or defensive--not free. | ||
| + | |||
| + | ===== Entrapment ===== | ||
| + | Sometimes the effect of a skill causes something other than actual damage. Sometimes it restricts the ability for a character or opponent to initiate their standard number of actions or even perform any actions at all. Nets, webbing, bolas, freezing attacks, and snares often include the effect of entrapment. | ||
| + | |||
| + | Generally entrapment removes the non-combat action. | ||
| + | |||
| + | It is possible that a single entrapment could effect all of the actions at once, such as the use of a mental attack to "hold person" | ||
| - | ===== Initiative ===== | ||
| - | Initiative, or the decision on who goes first, second, third, etc, in any given round, is rolled using the number of dice a player is allotted for initiative, but instead of choosing the highest number, the numbers are all added together. The default dice thrown for initiative is three, but based on other factors, such as items or skills, this could be increased. If a character or monster is surprised, prone, or affected by some magical or natural impediment (e.g. web, slow spell, unsteady or slippery ground), they roll two dice. If they are affected by more than one of the above factors, they only roll one die. | ||
actions_initiative.1566148121.txt.gz · Last modified: by dungeonmaster
