Combat (Arden-Vul)
From The Hidden Room
Surprise
Flight & Evasion
Initiative & Round Order
Actions
Casting Spells
Movement
- Each point of movement is one foot (1').
- Generally, movement is dealt with in 5' chunks (1 space, either in a square or hex grid), with combatants commanding up one space, and able to reach out and attack or act on the adjacent spaces.
- You can spend movement primarily during your side's turn, but sometimes will be given the option to use movement during the opponent's turn.
- You can use movement freely between other actions during your side's turn (e.g. moving, attacking, and moving again).
- Some movement-related actions consume an amount of movement, rather a type of action.
- A combatant may have different movement types, sometimes with different Speeds (e.g. flying 60' and walking 30, walking 30' and swimming 30', etc).
- They can switch between them during your movement, keeping track of total distance moved. When you swap types, subtract the total distance from that type's Speed. If it's 0 or less, you can't continue moving with that type.
- Difficult Terrain
- Deep mud, uneven rubble, underbrush, shifting sand, cluttered furniture, slippery slime, etc.
- A space with another creature in it, friendly or not, always counts as difficult terrain.
- Every foot of movement across difficult terrain costs multiple points of movement (usually +1x).
- Particularly bad difficult terrain may have a higher cost, or even require a skill check as well, to make progress.
- There may be ways to traverse an area that avoid the difficult terrain and its surcharge on movement (e.g. acrobatically leaping from stone to stone across a muddy bog).
- Sometimes barriers will have a movement cost to get over (e.g. a low wall that costs 10' to climb).
- Deep mud, uneven rubble, underbrush, shifting sand, cluttered furniture, slippery slime, etc.
- Obstacles
- Trees, statues, pillars, etc. Obstacles cannot be moved through (or may require a skill check, etc).
- A combatant may choose to be an obstacle to another combatant's movement, or not. A space with another creature in it, friendly or not, always counts as difficult terrain.
- You cannot halt in the same space as another character unless they are 2+ Sizes larger or smaller than you, or prone.
- Provoking & Shifting
- Moving 5' within or out of (but not into) a combatant's threatened area provokes. Movement can provoke multiple times.
- Forced movement and teleportation do not provoke.
- You can convert 6' of normal movement into 1' of shifting, which does not provoke.
- It may take multiple turns to actually move between 5' spaces).
- Moving 5' within or out of (but not into) a combatant's threatened area provokes. Movement can provoke multiple times.
- Prone
- You can drop Prone as a free action any time you can move. Rising provokes and costs half your movement or 15', whichever is more.
- You can move by crawling, with +1x movement cost. You cannot shift. You do not obstruct movement but do still count as difficult terrain.
- Squeezing
- A creature can fit into a volume suitable for 1 Size smaller by squeezing.
- When squeezing, movement costs +1x, and the creature is Exposed and have +D on attack, effect, and most other actions.
Attacks of Opportunity
Morale
Melee Combat
Ranged Combat
Circumstances