Monday, August 20, 2012

Action Types & Combat Basics

Tomorrow may be the first session so I really gotta get cracking and plug the gaps I found after writing up that class. Fortunately I have the other classes mostly done and have a good idea of what I want for the rest of the mechanics.

This system will mostly follow the standard d20 convention of having three types of actions, although their names and the details will be slightly different. Class abilities will always have the action type listed with them. Each turn a player may make one of each type of action if they choose.

Major: Most actions in combat with large effects will be of this type, like making an attack or using an ability, and interacting with something in the environmental.
Secondary: Most forms of movement or minor extra abilities or attacks fall under this category. For the most part this replaces the 'move' action to eliminate the 'move-equivalent' action that tends to trip up my players. If any ability allows movement along with it, the ability will state it.
Minor: These are actions that take very little time, like the 5ft step or changing position.

There are two other types of actions as well.
Reactionary: These actions can be done even when it is not your turn. They will cost you one of your actions on your following turn and you cannot use more than one per round.
Free: These actions can be done for free during your turn.

Special Combat Rules
Primary Attack: A primary attack uses a major action and has no special rules or penalties.
Secondary Attack: You may choose to make a secondary attack during your turn if you choose as a secondary action. You take a -5 penalty to the attack roll when you do so. The only restrictions are that you cannot use the same weapon that was used for a primary attack and you cannot use any abilities unless they explicitly state they are secondary attacks. This will typically be used by characters who are dual wielding or have natural attacks.


Flanking: For now I'm just going to eliminate this as most characters will be ranged anyway. But I would like to work something interesting into this that would work well with a mix of melee and ranged characters.
Attacks of Opportunity: Removed for now, but will be available as class abilities and/or feats.
Movement: Is a secondary action and you may move up to your speed.

Position: There are 3 states a character may be in. Changing position is a minor action.
Normal: No bonuses or penalties
Kneeling: +2 reflex defense vs ranged attacks, -2 vs melee attacks.
Prone: +4 reflex defense vs ranged attacks, -4 vs melee attacks.
Aiming: Secondary action adds +2 to your next attack roll.

And thats all I got for now!

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