Available Actions

  • The following standard actions are available in combat.
  • The Miscellaneous action covers anything not specifically listed. Be creative.
ActionDescriptionMechanics
Avoid (A)Flee or evade an encounterEncounter start only
Await (C)Pass initiative to see what the other side does or ready an action.Readied actions require a specific trigger
Charge (E)Charge enemies >1” distantNo Dex AC or -1 AC
+2 to hit
x2 move indoors
+33%/+50% outdoors
Set weapon/reach wins
Close to Striking (E)Move to engage foes > 1”Turn passes to next round
Cannot be target in melee
Fall Back (A)Fall back, fightingMove 1”
Continue to fight/parry
No AC penalty
Melee Attack (G)Strike blows in meleeMust be within 1”
Miscellaneous (I)Any other action not listedVaries
Parley (B)Attempt to communicateVaries (reaction roll)
Parry (F)Focus on defenseAdd Str to-hit to AC
Psionics (TBD)TBDTBD
Ranged Attack (D)Discharge missile weapon or magical deviceInitiative modified by Dex, 2 segments between volleys, 1/2 move with 1/2 ROF
Retreat (A)Turn and run from combatFull movement
Enemy gets free attack
(+4 to hit, no shield, and no dexterity bonus)
Set Weapon (F)Set a weapon against a chargeRequires appropriate weapon, wins initiative, x2 damage, also usable against leaps/pounces
Special (At Will)Trigger an at will ability or powerVaries
Spellcasting (D)Cast a spell from memory or a scrollCasting time determines order, no movement before, interruptible
Surrender (A)Cease resistance and submit to the foe’s mercyVaries (reaction roll)
Turn Undead (D)Attempt to turn or compel undeadClerical ability


Action Descriptions

Avoid

Definition: Elect not to engage in combat by fleeing or moving away from an encounter.

Allowed at the start of encounter if:

  • The other side surprised.
  • The avoiding actor wins the the FIRST initiative EXCEPT if a foe is already in striking distance (then must use breaking off from melee rule)/

Monster/foe reaction — Whether a monster/foe follows an avoiding/fleeing target depends on:

  • Stipulation of encounter key
  • DM discretion
  • Deterrents or distractions
  • Speed
  • Otherwise, 50/50 (d6: 1-3, pursue and 4-6 break off)

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Await

Definition:

  • Pass initiative to see what the other side does.
  • Optionally declare a readied action in response to a specific trigger. For example, attacking the first enemy to come through the doorway.

Readied actions:

  • Specific trigger: A character may declare a specific reaction to a specific trigger.
  • Simple actions only: Melee, missile, movement, and other similar actions like slamming a door or pulling a lever.
  • Order of Outcomes:
    • Readying an action does not guarantee preempting enemy actions in all cases.
    • Action outcomes may happen simultaneously or require a contested roll.
    • Rule of thumb: Narrowly specified triggers are preferrable and more likely to maintain initiative.
  • No spells: Does not generally apply to spellcasting except at GM discretion.

Additional Notes:

Proactive action is favored: Combat is meant to be fast paced, with bold actions. Dithering and indecisiveness slows down the game, and can lead to characters surrendering the edge due to hesitation.

Reference:

  • DMG, 63 (awaiting action)

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Charge

Description: Rush at enemies more than 1” distance. If the distance is closed, attempt to melee them in the current round.

Notes

  • Allow melee against foes >1”: Can bring charging actor into combat in the same round against foes outside of current melee range if they can get with 1” (10’) at the end of the round.
  • Attack not required: Charge can be used for movement only (do not need to reach foe). Same effects and limits on use.
  • Encumbered characters cannot charge.

Effect on Charging Actor

  • Faster Movement - Modifies base movement speed:
    • Outdoors: +33% bipeds / +50% quadrupeds
    • Indoors: x2
  • Armor class penalty for charging actor
    • No Dex bonus to AC
    • If they have no Dex bonus, get -1 AC (does not apply if already 10 AC)
  • Only 1 charge per turn (must wait 9 rounds before charging again)
  • +2 to hit with melee

Melee At End of Charge

  • Initiative does not apply for melee
  • Longer weapon/reach or set weapons goes first (see Set Weapon)

Reference:

  • DMG, 66

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Close to Striking

Definition: Move cautiously at base speed to engage an opponent that is more than 1”.

Effects of closing:

  • No special AC penalty or bonus (but normal bonuses not changed).
  • Melee is not possible, but “other activity” allowed. “Play goes to the next round” to resolve the melee portion.
  • Targetable for non-melee attacks: Closing to melee does not prevent foes from charging, attacking with missiles, or casting a spell. The order will depend on initiative and timing.
  • Allowed other activity:
    • Certain non-offensive activity may be possible while closing at the GM’s discretion. For example, drinking a potion, changing weapons, speaking, and similar.
    • TBD: We may experiment with allowing the use of a device or throwing a hurled missile weapon. These will consume segments and may prevent completing the close action.

Reference:

  • DMG, 66

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Fall Back

Description: Fall back while still fighting.

Effects of falling back:

  • Move 1” in a direction away from the center of combat. This is controlled movement and keeps your face to the enemy. You maintain your normal AC.
  • Enemy response:
    • All enemies locked in melee with you can choose to either (1) let you move out of combat (disengage), (2) move with you to keep you engaged.
    • If they choose to keep you engaged, they follow you (as “free” movement), and blows are struck normally on both sides.
  • Parrying: The falling-back party may choose to parry instead of attacking.
  • Swapping places: It may be possible to swap positions with an ally using this action if the circumstances allow. For example, a front row combatant in a corridor could step back and change places with a nearby ally, blocking foes from keeping the falling-back party engaged.
    NPC and Monster Morale:
  • This action is the equivalent of Fall back, fighting on a morale failure.
  • A leader might be able to rally troops who failed a morale check.

Reference:

  • PHB, 104-105, “Melee Combat” and ‘parrying’
  • DMG, 67, “Morale Failure”
  • Demon Idol PDF, 110-111

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Melee Attack

Description: Attempt to strike, grapple, hold or overbear an enemy within melee range.

Notes

  • Must be within 1”
  • Attacks against multiples foes are random, unless a specific target is declared. Specified targets must be discernably distinct
  • Initiative key factor in melee exchange, EXCEPT:
    • When one combatant has multiple attack routines
    • Magic effects (haste)
    • When on combatant charging, then weapon length or setting to receive

See also (WIP):

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Miscellaneous

Description: Do something not otherwise covered by the other actions in this section. For example, drink a potion, slam a door, pull a level, bind wounds, etc.

Notes

Varies by circumstance: Resolution for miscellaneous will vary based on circumstances.

  • Simple/quick actions: tracked by segment
  • Complex actions:
    • May require an appropriate check
    • May require significant time (for example, using a pulley system to raise or lower a portcullis depending on size and condition).
  • Examples:
    • Drink a potion: 1 segment plus 1d4+1 before the effect
    • Draw weapon (readily available): 0 segments
    • Drop held item: 0 segments
    • Get an item from a pouch: 1 segments
    • Get an item from a backpack: 1d2+2 segments
    • Swap held weapon or item: 1 segment
    • Use an a non-magic item: variable
      • Pull a lever: 1 segment
      • Raise a gate/portcullis: variable (rounds)
      • Shut a typical door: 1 segment

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Parley

Description: Attempt to negotiate via some form of communication (words, gestures, actions, offerings, etc.). The outcome depends on circumstances and potentially a reaction roll.

Reference: DMG, 63

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Parry

Description: Focus your full effort on parrying and blocking melee attacks to reduce the chance you will be hit by opponents.

Effects of parrying:

  • Disallows any return attack that round, but allows a combatant’s strength to hit bonus to be subtracted from the opponent’s to hit dice roll(s) in melee combat.
  • May be used with the Fall Back action in lieu of making melee attacks.

Reference:

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Psionics

MORE DETAIL FORTHCOMING.

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Ranged Attack

Description: Discharge missile weapons or use a magic device (such as a wand or stave) to attack.
Higher ROF Missile Weapons

  • Missile weapons with a rate of fire (ROF) greater than 1 may make discharge multiple volleys in a round if the weapon is already in hand and ready.
  • Each volley after the first occurs 2 segments later (or in the Wrap up portion of the round).
    Move and shoot:
  • An actor may move up to 1/2 their movement rate and fire a ranged weapon at 1/2 ROF (rounded down).
  • The 1/2 movement also applies to the mount when ranged weapons are used while mounted.
  • Only elves may move, shoot, and move (1/2 movement penalty applies for armor that is bulky and above) For all others, making a ranged attack ends movement for the round.

Reference:

  • DMG, 63-65
  • The two segment between high ROF shots is common house rule interpretation.
  • Move and shoot is a house rule interpretation. See also Demon Idol PDF, 112, for a similar interpretation.
  • MM, 39, for the entry on elves: “Elves are also very quick and agile, so they can move, fire their bows, and move back all in the same round.”

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Retreat

Description: Turn and move away from combat at full speed by disengaging or fleeing.

Option 1: Disengage and retreat (PCs/NPCs/Monsters):

  • Allows a combat to quickly exit combat by turning and running.
  • Opportunity attacks:
    • Breaking off and fleeing from a melee grants engaged opponent(s) a free attack routine.
    • These attacks are calculated as if they are a rear attack upon a stunned opponent (+4 to hit, no shield, and no dexterity bonus).
  • Full movement: After all opportunity attacks resolve, you move up to your full movement.
  • Enemy response: Next round, opponents may opt to pursue, at which point the melee is ended and pursuit rules come into play.
  • Morale failure:
    • This action is the equivalent of Disengage-retreat on a morale failure.
    • NPC and monster troops may be rallied by a leader.

Option 2 Flee in panic (NPCS/Monsters)

  • NPCs/Monsters:
    • Typically ONLY APPLIES TO NPCs and MONSTERS as a morale failure outcome.
    • Routing NPCs and Monsters may go in separate or poor directions, drop items, collide with each other, etc.
    • Leaders cannot rally troops that flee in panic.
    • If the fleeing enemy is pursued or cornered, they may fight to the death or surrender (GM discretion).
  • PCs:
    • This option would only apply in situations where PCs elect to retreat in extraordinarily confusing, uncoordinated, or chaotic circumstances.

Reference:

  • DMG, 67, “Morale Failure”
  • Demon Idol PDF, 110-111

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Set Weapon

Definition: Set weapon against a possible opponent charge.

  • Set piercing weapons (spears, polearms, forks, glaives, etc.) by bracing against solid surface.
  • Effective against charge, leaping, pouncing, falling or onrushing opponents.
  • Automatically wins initiative. Goes before any other routine.
  • Causes x2 damage if hit (not two dice, multiply by 2).

Reference: DMG, 66

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Special (At Will)

Description: Activate a special at-will or innate ability.

Typically applies to NPCs/Monsters.

MORE DETAIL FORTHCOMING.

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Spellcasting

Definition: Cast a spell from memory or a scroll.

The caster cannot move or take any other action until the spell is complete.

After a spell is cast (or interrupted), a caster may move or take other other actions, except casting another spell or making a melee or ranged attack.

Spellcasting is interrupted and fails if any of the following happen before the spell is complete:

  • the caster uses their Dex bonus to defend against a melee or ranged attack or saving throw
  • the caster is hit and damaged by an attack or spell
  • the caster is grappled or knocked prone
  • the caster moves

An interrupted memorized spell is wasted and lost from memory.
An interrupted spell being read from a scroll is not wasted (it remains on the scroll).

Scrolls and interruption
https://www.dragonsfoot.org/forums/viewtopic.php?t=88055

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Surrender

Description: Surrender to an opponent through word or gestures.

NPCs/Monsters:

  • A potential morale failure outcome.
  • If NPCs or monsters have reason to believe their surrender will result in death, they may flee in panic (see Retreat or fight to the death on the next round.

PCs:

  • A reaction roll may be used to determine how opponents respond to the surrender.
  • Foes that take slaves, prisoners, or hostages for ransom are more likely to consider a surrender.

Reference:

  • DMG, 67, “Morale Failure”
  • Demon Idol PDF, 110-111

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Turn Undead

Description: Use the clerical ability to turn undead.

Once against an undead type: Turn undead can be attempted only once by each cleric EXCEPT if multiple forms of the undead are present.
- If multiple types of undead are present and the cleric’s first attempt succeeded against all/some types, they may try again the next round and subsequent, so long as continue to be successful.
- Turn order: lowest HD to highest.
Evil areas: An intensely evil shrine , temple, or location may impose a penalty on turn undead attempts in an area (e.g., -1 to -4 more) until cleansed, destroyed, or sanctified.
Undead Masters:
- If a mixed group of lesser undead are serving a higher level undead type that the caster cannot turn at their level (e.g., a vampire), then the lesser undead may be immune to turning.
- Does not apply to mindless undead (zombies and skeletons)

Evil clerics may instead use this action to control undead.

References:

  • DMG, 65-66, “Turning Undead”
  • DMG, 75, “Matrix for Clerics Affecting Undead” table

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