Actions in a round

The following are what can be done in a given round:

Each of these can be classified as to the amount of movement you make while performing them

  • No Move (You can’t move while performing these actions, except for a 5’ step, which cannot take you out of an opponents threatened squares)
    • Attack, Cast a spell, Cover, Fire/Throw Missile (Normal ROF), Guard, Parry, Unarmed Combat, Use a magical item
  • Half-Move (You can move up to half your movement rate and perform the action)
    • Attack, Charge, Fire/Throw Missile (1/2 ROF), Guard, Unarmed Combat, Withdraw
  • Full Move (You can move your full movement rate, or more, while performing these actions)
    • Charge, Move, Run, Sprint
Guard
  • An individual waits for an opponent to come to them, and is a half-move action. The guarding character strikes the moment an attacker moves into the guarding character’s threatening squares, regardless of their initiative. The only way to attack a guarding character first is to use a longer range weapon.
  • If attacked by a charging character, the character with the lower initiative goes first (unless one of them has a longer range weapon). Guarding characters are considered to be setting for a charge
  • If no one attacks the guarding character, they can choose to abort their guard and use a half-move to get to an opponent to attack
Parry
  • A character can choose to devout their round to defending themself. This is a No-Move action, and the defense bonus lasts the entire round.
  • Warriors gain a bonus to their AC equal to 1/2 their +1
  • Non-warrior classes gain a bonus to their AC equal to 1/2 their level
Withdraw
  • The only safe way to leave a square threatened by an opponent. The character backs away carefully without turning their back or creating an attack of opportunity
  • This is a half-move action that takes place on a character’s base initiative. The character cannot make any attacks or cast spells, though they can make attacks of opportunity.

Actions in a round

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