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
- 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
- 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
- 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.