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action_initiative_skills

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Dice Mob Home > Dice Mob Rules > Skills > Skill Descriptions

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.

Although related, we subdivide initiative–who moves first–from actions–how they move–in the descriptions below the table.

Skill Non-Proficient? Dice Type Effect in a Nutshell Mana?
Ambush Yes None With proper preparation, one or two dice are added to a party's initiative dice per degree No
Berserking No None Lose all defensive actions, add one additional combat action per degree Per Degree
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
Increased Reaction Time No None One initiative die per degree; 4th degree - Never surprised No
Offensive Maneuvering No None The character can lend to or borrow combat and non-combat actions from allies up to one per degree per round. One
Retaliation No None A hit by a melee strike allows for an immediate melee strike by the character struck without regard for initiative as a free action Per retaliation

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.

Increased numbers of attacks (or reducing an enemies numbers of attacks) could be include magic related to moving more quickly.

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.

Dual Wielding

Offensive Maneuvering

Retaliation

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.

Ambush

See Ambush.

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.1567313733.txt.gz · Last modified: by dungeonmaster