Actions & Movement Rules   [20NOV08] actions.htm

Initiative  Roll D12+DEX bonus, once per combat. Characters act in turn, highest first, each doing all their moves/actions for the round.

Actions  Each round characters can normally perform one MOVE (at half rate) and one ATTACK (by weapon/spell), or one FULL-round action (usually non-combat), and  may also take additional FREE actions, e.g.: Parry & Dodge and/or a 'Free Attack' if opportunity arises.

Move actions normally cover a distance equal to half the characters Movement Rate in (5ft) squares (i.e. it would take a Full Round action to move the full distance). Normal human Movement Rate (or 'MOV') is 10, so each moves is typically 5 squares (alternate diagonals cost 2).

Attack actions can be performed either before or after a Move action. Attacks are rolled with d100, very low rolls giving enhanced effects.

Free Attacks (or  'attacks of opportunity') can be provoked by performing certain actions within reach of enemies in combat, such as: spell-casting, missile attacks, movement (but not including Shift (5ft step) or Disengage (withdraw) actions). Free Attacks interrupt the normal flow of actions in the round. The attack is immediately resolved, before completion of the action which provoked it. A Free Attack is a single melee attack; normally a character may only make one such attack per round.

Parries & Dodges When a character is hit they may attempt to parry (using weapon/shield skill) and/or dodge (using their Heroic Defence). 
Normally one parry per round and one dodge per hit are possible. These free actions interrupt the round just like Free Attacks. 

ATTACK (Standard) Actions:  
  Melee Weapon Unarmed, grappling, tripping or disarming attacks normally do provoke Free Attacks
  Missile Weapon*  
  Spell Casting* Most spells take a standard/attack action or longer, but some are quicker and do not provoke free attacks
  Use Potion/Scroll*  
  Fight Defensively Gives an extra parry/dodge, without penalty
MOVE Actions:  
  Move (normal)* Moves are half MOV rate - a second may also be performed in place of a standard/attack action, to achieve full rate in the round
  Ready Weapon Drawing a hidden weapon requires Sleight skill
  Sheathe Weapon*  
  Stand Up*  
  Open/Close Door  
  Mount/Dismount Mount/dismount requires a successful Ride skill roll, or it will take a full round and provokes a Free Attack
  Pick Up Item*  
FULL Actions:  
  Full Move* Moves at full MOV rate
  Full Attack* Some special combat manouvres require the whole round to be spent in attack to gain their effect
  Disengage Fighting withdrawal from combat, distance as per a normal half-move
  Light a Torch*  
  Coup-de-Grace*  
  Apply First Aid* Some skills take longer, others are quicker and do not provoke Free Attacks
  Wind/Load Crossbow*  
FREE Actions:  
  Parry Only one parry attempt is allowed per hit, and normally only one per round
  Dodge Only one dodge attempt is allowed per hit, and requires a Shift (5ft step) back or Falling Prone or similar disadvantage
  Shift (5ft step) One Shift (5ft step) can be performed per round if the character does not otherwise move
  Drop Item  
  Fall Prone  
  Prepare Components Unless spell components are abnormally bulky
  Nock an Arrow Includes loading sling stones/bullets
  Speak  
    * Italicised actions provoke Free Attacks (attacks of opportunity)

Encumbrance  Capacity:  SIZ x (STR + 10) / 20  (x14 lbs).  Over half Encumbers: Movement, Initiative & Dex-based skills are x1/2.

Armour Burden (Light/Moderate/Heavy) can affect physical (generally DEX-based) skills, movement rate and magic spell-casting. 
Light
: no skill penalty, -1 Move, +10% Magic fumble. Moderate: Skills x1/2, -2 Move, +20% Magic fumble. Heavy: Skills x 1/10, -3 Move, +30% Magic fumble.   Listen/Spot skills are greatly disadvantaged in Full/Great Helm; Lock-picking, Shooting Bows and Playing Instruments are impossible in Gauntlets.  Anyone not trained to the burden of armour is automatically Encumbered.

Fatigue  Exertion (e.g. combat) for a turn requires a CONx5 roll to avoid Fatigue (Movement, Initiative & all skills x1/2) or if already fatigued Exhaustion (x1/10). Recovery from fatigue requires rest for 1 hour; exhaustion 8 hours.

Movement Rate (MOV) is 10 for Humans (Elves 11, Dwarves 8, Halflings 6), being the number of 5ft squares moved in a full round. Each Move Action allows half that, rounded down: i.e. MOV 10 = 5 sq./move; MOV 9 or 8 = 4 sq/move; MOV 7 or 6 = 3 sq./move; etc. Running (x3/x5) is possible for short periods if not in combat. 
Distances Moved at MOV 10  =  25ft/action, 50ft/round, 300ft/min., ~2 mph, ~20 miles/day.

Time  Each 'Round' represents about twelve seconds. Each 'Turn' represents about ten minutes. 
Falling
Damage is d6 per 10ft fallen. Defence can reduce this but Armour does not. (Jump/Acrobatics can reduce it by another d6).
Poison Attacks  Require a save even if armour is not penetrated, to avoid a scratch/speck (CONx10, or CONx5 v creatures such a snakes).
Dodging Prevents Aiming/Casting -
any Defence attempt while aiming or spell-casting will negate the aiming or abort the spell.