Combat Rules

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Rounds and Turns
Combat is divided into rounds and turns.

  • Round: Round takes about 6 seconds. During a round each combatant takes a turn.
  • Turn: Turn represents each combatants action in the round.

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Combat Actions
Each round a character can take a standard, move and minor actions, as well as any number of free actions. Certain effects and conditions might prevent a character from taking some, or all, of the normal actions.

  • Standard Action: This action requires more effort from the character than any other action type, and is usually the main action taken by the character on their turn. It may be also used to perform a move or minor action.
  • Move Action: These action typically involve movement, and require much less concentration than standard actions. It may be used to perform a minor action.
  • Minor Action: A simple and quick action that takes very little time.
  • Free Action: An action that takes almost no time or effort. Free actions may be taken on any turn, not just your own.
  • No Action: These are near instinctive action that take no time or effort. They may also be taken when you otherwise cannot take any actions.
  • Triggered Actions: There are certain actions that can only be performed when a specific trigger happens. Both free and no action actions may also require a trigger, as stated in the power description. In that case they may only be used if the trigger happens.
    • Opportunity Action: Opportunity action may be taken once per turn, and cannot be taken on your own turn. This action interrupts the triggering action, and completes before the triggering event does, possibly preventing it from completing.
    • Opportunity Attack: Opportunity attack is a type of opportunity action. It is a basic melee attack, and it is triggered by moving willingly within threatened area, or making ranged or area attacks while within a threatened area.
    • Reaction: Reactions can be taken only once per round, and cannot be taken on your own action. Reaction happens after the triggering action.

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Movement
There a various types of movement that a PC or an NP can perform. There are two basic types of movement, move and shift. A character can take these on his or her turn. Other types of movement may be restricted to certain powers or enemy attacks.

  • Move: You move voluntarily, provoking opportunity attacks.
    • As a move action you can move your speed.
  • Shift: You move carefully. Shifting does not provoke opportunity attacks.
    • As a move action you can shift 1 square.
  • Push: This is involuntary movement, each square moved must put the character further away from the source of the push. Push does not have to be in a straight line.
  • Pull: This is involuntary movement, each square moved must put the character closer to the source of the pull. Pull does not have to be in a straight line.
  • Slide: This is involuntary movement. Slide can move the target in any direction, and does not have to be in a straight line.
  • Throw/Fall: This is an involuntary movement. It must be away from the target of the push, but may be in any direction, and must be in as straight a line as possible. Falling damage and thrown damage are calculated in very similar ways, and unless otherwise specified they can be reduced in the same ways.
    • Thrown Damage: A character that is thrown takes damage based on a distance traveled. Damage is equal to the number of squares thrown plus 1d10 for every three squares thrown, rounded down. Thrown damage is treated as falling damage for purposes of using Acrobatics to reduce the falling damage. An ogre throws Gesh 7 squares. Gesh will take 2d10 (7 squares/3=2.33333, rounded down to 2) + 7 (squares thrown).
    • Falling Damage: Falling damage is calculated in a similar way to thrown damage. Character suffers 1d10+2 damage for every 10 feet of falling distance.
    • Collateral Damage: A thrown character is a weapon. Any object or creature a thrown character hits suffers same damage as the thrown character, and is knocked prone if possible. In this case things much larger that the thrown character, or very stable, might be immune to being knocked prone by this, per DMs discretion.

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Combat Rules

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