Available Actions
- The following standard actions are available in combat.
- The Miscellaneous action covers anything not specifically listed. Be creative.
| Action | Description | Mechanics |
|---|---|---|
| Avoid (A) | Flee or evade an encounter | Encounter 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” distant | No 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, fighting | Move 1” Continue to fight/parry No AC penalty |
| Melee Attack (G) | Strike blows in melee | Must be within 1” |
| Miscellaneous (I) | Any other action not listed | Varies |
| Parley (B) | Attempt to communicate | Varies (reaction roll) |
| Parry (F) | Focus on defense | Add Str to-hit to AC |
| Psionics (TBD) | TBD | TBD |
| Ranged Attack (D) | Discharge missile weapon or magical device | Initiative modified by Dex, 2 segments between volleys, 1/2 move with 1/2 ROF |
| Retreat (A) | Turn and run from combat | Full movement Enemy gets free attack (+4 to hit, no shield, and no dexterity bonus) |
| Set Weapon (F) | Set a weapon against a charge | Requires appropriate weapon, wins initiative, x2 damage, also usable against leaps/pounces |
| Special (At Will) | Trigger an at will ability or power | Varies |
| Spellcasting (D) | Cast a spell from memory or a scroll | Casting time determines order, no movement before, interruptible |
| Surrender (A) | Cease resistance and submit to the foe’s mercy | Varies (reaction roll) |
| Turn Undead (D) | Attempt to turn or compel undead | Clerical 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)
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)
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
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
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, fightingon 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
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):
- Dual Wielding
- STRIKING BLOWS
- Grappling
- Overbearing
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
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
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 hitbonus to be subtracted from the opponent’sto hitdice roll(s) in melee combat. - May be used with the
Fall Backaction in lieu of making melee attacks.
Reference:
- PHB, 104-105, “Melee Combat” and ‘parrying’
- Dragonsfoot forum
Psionics
MORE DETAIL FORTHCOMING.
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 upportion 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.”
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-retreaton a morale failure. - NPC and monster troops may be rallied by a leader.
- This action is the equivalent of
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
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
Special (At Will)
Description: Activate a special at-will or innate ability.
Typically applies to NPCs/Monsters.
MORE DETAIL FORTHCOMING.
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
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
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