Difference between revisions of "Actions"
From The Hidden Room
Line 170: | Line 170: | ||
* Creatures subject to [[Charm]] cannot attack the source of the [[Charm]] effect. | * Creatures subject to [[Charm]] cannot attack the source of the [[Charm]] effect. | ||
* Attacks are not possible while [[Incapacitated]]. | * Attacks are not possible while [[Incapacitated]]. | ||
* Ranged Attacks are not possible beyond Far Range. | |||
==Grapple== | ==Grapple== |
Revision as of 22:20, 7 May 2022
Movement Actions
Each turn you generate Movement equal to your Speed. You can spend Movement on the following actions at any time during your turn, until you do not have Movement remaining. You do not need to spend all of your Movement, but unspent Movement is lost at the end of your turn.
Run
- Cost: 1 Movement
- Effect: Run a distance of 1m.
Climb
- Cost: 2 Movement, or 1 Movement if you have the Natural Climber Feat
- Effect: Climb a distance of 1m. This distance is affected by your Size Modifier.
Swim
- Cost: 2 Movement, or 1 Movement if you have the Natural Swimmer Feat
- Effect: Swim a distance of 1m. This distance is affected by your Size Modifier.
Drop Prone
- Cost: 0 Movement
- Effect: Fall prone.
Crawl
- Cost: 2 Movement
- Effect: Crawl a distance of 1m. This distance is affected by your Size Modifier.
Stand Up
- Cost: ½ Speed
- Effect: Stand up from prone.
High Jump
- Cost: 2 Movement
- Effect: Jump 1m straight up air, plus 1m if your Might or Agility is 6 or higher, minus 1m if your Might or Agility is 2 or lower.
- The jump includes an optional horizontal equal to the height of the jump if starting with a run of 2m of more.
- The run distance and jump height are both modified by Size Multiplier.
- A creature that can jump at all is always able to jump as high as ¼ their height.
- Examples are in Tables 1 and 2, below.
Start | Might/Agility | Tiny Height | Small Height | Medium Height | Large Height | Huge Height | Gargantuan Height |
---|---|---|---|---|---|---|---|
0m (Standing) | < 2 | 0m | 0m | 0m | 1m | 2m | 4m |
0m (Standing) | Normal | 0m | 1m | 1m | 2m | 4m | 8m |
0m (Standing) | > 6 | 1m | 1m | 2m | 4m | 8m | 16m |
2m (Running) | < 2 | 0m | 0m | 0m | 1m / 1m | 2m / 2m | 4m / 4m |
2m (Running) | Normal | 0m | 1m / 1m | 1m / 1m | 2m / 2m | 4m / 4m | 8m / 8m |
2m (Running) | > 6 | 1m / 1m | 1m / 1m | 2m / 2m | 4m / 4m | 8m / 8m | 16m / 16m |
Start | Score < 2 | Score Normal | Score > 6 |
---|---|---|---|
Standing | |||
2m Run |
Long Jump
- Cost: 4 Movement
- Effect: Jump 2m horizontally, plus 1m if your Might or Agility is 6 or higher, minus 1m if your Might or Agility is 2 or lower.
- The distance is doubled if you run 2m before jumping.
- The distance is tripled if you run 4m before jumping.
- Movement is reduced to zero for the current turn when after landing a running long jump.
- Landing on rough or slippery terrain may require an Agility check to avoid falling prone.
- The jump includes clearing a maximum height of ¼ the jump distance.
- The running distance and jump distance are both modified by Size Multiplier.
- Examples are in Tables 3 and 4, below.
Start | Score | Tiny Distance | Small Distance | Medium Distance | Large Distance | Huge Distance | Gargantuan Distance |
---|---|---|---|---|---|---|---|
0m (Standing) | < 2 | 0m | 1m | 1m | 2m | 4m | 8m |
0m (Standing) | Normal | 1m | 1m | 2m | 4m | 8m | 16m |
0m (Standing) | > 6 | 1m | 2m | 3m | 6m | 12m | 24m |
2m (Running) | < 2 | 1m | 1m | 2m | 4m | 8m | 16m |
2m (Running) | Normal | 1m | 2m | 4m | 8m | 16m | 32m |
2m (Running) | > 6 | 2m | 3m | 6m | 12m | 24m | 48m |
4m (Running) | < 2 | 1m | 2m | 3m | 6m | 12m | 24m |
4m (Running) | Normal | 2m | 3m | 6m | 12m | 24m | 48m |
4m (Running) | > 6 | 2m | 5m | 9m | 18m | 36m | 72m |
Start | Score < 2 | Score Normal | Score > 6 |
---|---|---|---|
Standing | |||
2m Run | |||
4m Run |
Difficult Terrain
- Cost: +1 Movement per Difficulty Rating
- Effect: Move a distance of 1m. Only affects Run, Swim, Climb, or Crawl movement through difficult terrain. If Movement cost exceeds base Speed, the terrain is impassable.
Grappled Move
- Cost: Special
- Effect: While grappling a creature, the grappler's Speed is halved.
Standard Actions
Each turn you get a single Standard Action that defines most of what you can do in a turn of combat.
Attack
A single Attack action usually involves making a single Attack roll with a wielded weapon.
Some common things that can affect the Attack action:
Advantage
- Dual-wielding weapons grants +Advantage on the Attack roll.
- Attacks while Unseen have +Advantage.
- Attacks against Obscured targets have -Advantage.
- Attacks while Frightened have -Advantage.
- Attacks while Poisoned have -Advantage.
- Attacks while Prone have -Advantage.
- Attacks while Restrained have -Advantage.
- Attacks against a Restrained target have +Advantage.
- Attacks with Exhaustion 3 or higher have -Advantage.
- Ranged Attacks while adjacent to a hostile enemy have -Advantage.
- Ranged Attacks at Far Range have -Advantage.
Critical Hits
- Rolling equal to or greater than the Critical Threshold on the Attack roll results in a critical hit.
- A critical hit deals additional damage equal to the maximum value of the largest damage die used in the Attack.
- If the Attack roll for a critical hit would normally miss the target, the attack still hits but deals normal damage instead.
- Attacks against Incapacitated targets are automatically Critical Hits.
Barred Attacks
- Attacking an Unseen target is not possible without some clue to the target's location. Getting a sense of the target's location makes the target Obscured instead of Unseen.
- Creatures subject to Charm cannot attack the source of the Charm effect.
- Attacks are not possible while Incapacitated.
- Ranged Attacks are not possible beyond Far Range.