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actions [2020/02/03 16:28] – deep links andrewactions [2020/03/02 16:02] (current) – [Actions] andrew
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 each with its own DC and modifiers. each with its own DC and modifiers.
  
-A PC can only take one of each action per +A PC may take one of each type of action per melee round, but might be forced to make checks that don’t count as actions.
-round, but might be forced to make checks +
-that don’t count as actions.+
  
 ===== Types of Actions ===== ===== Types of Actions =====
  
-  * Active Most proactive actions that require a check (stealth, attack, cast). +  * **Active**: Most proactive actions that require a check (stealth, attack, cast). 
-  * Movement You can move up to your speed (usually 30’). You can split up this distance throughout your turn. +  * **Movement**: You can move up to your speed (usually 30’). You can split up this distance throughout your turn. 
-  * Quick Brief actions which may be either used during your turn or triggered off others like the 5e reaction.+  * **Quick**: Brief actions which may be either used during your turn or triggered off others like the 5e reaction.
  
 ==== Active Actions ==== ==== Active Actions ====
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 and often require a check. Active actions include: and often require a check. Active actions include:
  
-  * Attack The most common action to take in combat is the Attack action, whether you are swinging a sword, firing an arrow from a bow, or brawling with your fists. With this action, you make one melee or ranged attack.  Certain features allow you to make more than one attack with this action. +  * **Attack**: The most common action to take in combat is the Attack action, whether you are swinging a sword, firing an arrow from a bow, or brawling with your fists. With this action, you make one melee or ranged attack.  Certain features allow you to make more than one attack with this action. 
-  * Cast a Spell -Spellcasters such as scholars and zealots, as well as many monsters, have access to spells and can use them to great effect in combat. Each spell has a casting time, which specifies whether the caster must use an Active action, a Quick action, minutes, or even hours to cast the spell. Casting a spell is, therefore, not necessarily an action. Most spells do have a casting time of 1 Active action, so a spellcaster often uses his or her action in combat to cast such a spell. +  * **Cast a Spell**: Spellcasters such as scholars and zealots, as well as many monsters, have access to spells and can use them to great effect in combat. Each spell has a casting time, which specifies whether the caster must use an Active action, a Quick action, minutes, or even hours to cast the spell. Casting a spell is, therefore, not necessarily an action. Most spells do have a casting time of 1 Active action, so a spellcaster often uses his or her action in combat to cast such a spell. 
-  * Dash When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up to 60 feet on your turn if you dash. Any increase or decrease to your speed changes this additional movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash. +  * **Dash**: When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up to 60 feet on your turn if you dash. Any increase or decrease to your speed changes this additional movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash. 
-  * Disengage If you take the Disengage action, your movement doesn't provoke opportunity attacks for the rest of the turn. +  * **Disengage**: If you take the Disengage action, your movement doesn't provoke opportunity attacks for the rest of the turn. 
-  * Dodge When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if you are incapacitated or if your speed drops to 0. +  * **Dodge**: When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if you are incapacitated or if your speed drops to 0. 
-  * Give Orders You may use your action to command retainers to take [[orders|special maneuvers]].  +  * **Give Orders**: You may use your action to command retainers to take [[orders|special maneuvers]].  
-  * Hide When you take the Hide action, you make a Dexterity (Stealth) check in an attempt to hide, following the rules for hiding. If you succeed, you gain certain the benefits of attacking from hiding. +  * **Hide**: When you take the Hide action, you make a Dexterity (Stealth) check in an attempt to hide, following the rules for hiding. If you succeed, you gain certain the benefits of attacking from hiding. 
-  * Use an Item You may use a magic item using this action. +  * **Use an Item**: You may use a magic item using this action. 
  
 + An active action can be "traded down" to a move or quick action, but only during your round in combat.
  
 ==== Movement Actions ==== ==== Movement Actions ====
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 base, load reduces) for each movement base, load reduces) for each movement
 action. You can split up this movement action. You can split up this movement
-however you’d like, and can take actions in +however you would like, and can take actions in 
-between segments of movementsuch as+between segments of movement such as
 moving, then attacking, then moving again. moving, then attacking, then moving again.
  
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 A PC at 0’ speed is completely encumbered A PC at 0’ speed is completely encumbered
 and can’t move at all. A movement action and can’t move at all. A movement action
-can be “traded down” to a quick action.+can be “traded down” to a quick action, but only during your round in combat.
  
 ==== Quick Actions ==== ==== Quick Actions ====
actions.1580747295.txt.gz · Last modified: 2020/02/03 16:28 by andrew