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actions_initiative [2020/08/30 15:36] – dungeonmasteractions_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 and Initiative ====== +====== 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 a tier-system to actions that looks like the following:+===== 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#sum_rolls|sum roll]], that is 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.  
 + 
 +===== 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
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 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. 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 ==== +===== 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. Nets, webbing, bolas, freezing attacks, and snares often include the effect of 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. And each additional application of entrapment further reduces actions by one per application, starting with the non-combat actions, then the combat actions, and then the defensive actions. Free actions are never "entrapped" unless doing so makes sense (such as preventing someone from moving their mouth to speak). Generally entrapment removes the non-combat action. And each additional application of entrapment further reduces actions by one per application, starting with the non-combat actions, then the combat actions, and then the defensive actions. Free actions are never "entrapped" unless doing so makes sense (such as preventing someone from moving their mouth to speak).
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 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". Physical applications of entrapment tend to be applied one at a time, but it is at the GMs discretion to do more. 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". Physical applications of entrapment tend to be applied one at a time, but it is at the GMs discretion to do more.
  
-===== 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.1598801793.txt.gz · Last modified: by dungeonmaster