Post by Mog Boss on Mar 21, 2019 18:21:16 GMT
Initiative and Turn Order
Initiative roll is 1d20+DEX+1 per Character Rank.
At the beginning of combat, everyone involved must roll 'Initiative' in order to determine the turn order. Once everyone has rolled their Initiative, the combat begins on the turn of the individual who has rolled the highest, and moving down from there.
If you are joining a scene in the middle of combat, rather than rolling initiative - you automatically are added to the bottom of the turn order, and must wait until the current round rolls back to the individual placed at the top in order for your turn to begin to proc.
Dungeon Initiative
When entering a Dungeon, you roll your Initiative at the very beginning, and the Dungeon Master then notes the Initiative you rolled. That Initiative result is the number that is used for all encounters inside of that Dungeon, until you leave it.
Proficiency Bonus
Added to all weapon attacks, skill checks, saving throws, and spell attack rolls.
+1 per Character Rank.
Your Turn
During your turn, you have four action types within your action economy which you may take:
Standard Action, Movement Action, Bonus Action, Reaction.
Your standard action may be used in order to take the following actions, but not more than one:
Weapon Attack / Unarmed Melee Attack
Ability / Spell
Grapple (Forces a Strength check v Strength check contest, imposing the 'Grappled' effect to the target if they fail.)
Other miscellaneous checks such as Investigation to discern information, etc.
There is also a special action type called a full turn action which requires you to use all of your actions except for your movement action in order to fulfill it.
Switching from one weapon type to another takes is a full turn action unless stated otherwise by a perk, or the weapon description itself. [This includes sheathing your current weapon and unsheathing the next. This assumes a full switch from one weapon to another.]
Dropping a weapon onto the ground takes is a standard action action, picking a weapon up from the ground is also a standard action.
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Combat Rules:
Attack Rolls:
An attack roll is simply a roll in order to determine whether or not an attack hits. An Attack Roll must be equal to or greater than a target's AC in order to prompt damage, otherwise they dodge it or negate it in some other method (Described in their roleplay in response).
Saving Throws:
Saving throws are checks - made from either the core ability scores, or from Fortitude, Reflex, or Willpower. In order to succeed a saving throw, you must roll a result equal to or greater than the saving throw DC (Difficulty Check). If you succeed a saving throw against a spell that deals damage, you take half damage instead of full - unless stated otherwise. If you succeed a saving throw, it also negates any negative effects that said saving throw check may prompt on a failure.
Armor Class:
Armor class is simply the value in your character sheet that a creature must match with an Attack Roll in order to hit you. If an attack roll matches or exceeds your AC, then it counts as a 'hit' - and any 'on hit' effects as well as damage associated with an attack will therefore prompt on you.
Damage Reduction:
Damage reduction is an effect that will be listed on your character sheet based on the equipment you are wearing, as well as any specific job perks you have. It is rare to come by, but it also does apply to all damage passively - and you may flash it from your sheet to show how much of it you have to those around you.
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Advantage, Disadvantage, Nat 20s, and Nat 1s.
Advantage:
Advantage means that you are allowed to roll twice on an attack roll, skill check, or saving throw - and take the higher number of the two as your result.
Disadvantage:
Disadvantage means that you MUST roll twice on an attack roll, skill check, or saving throw - and take the lower number of the two as your result.
Natural 20:
A Natural 20 is a critical success, meaning you automatically succeed in what you are trying to accomplish. The system will automatically notify you and those around you when you roll a Nat 20.
Nat 20 Attack Rolls are counted as a 'Critical Hit' - and any damage that they end up dealing is doubled.
Nat 20 Saving Throws are counted as a 'Critical Save' - and instead of halving damage, damage is reduced to 0.
Natural 1:
A Natural 1 is a critical failure, meaning you automatically fail in what you are trying to accomplish regardless of what the total numerical result is.
Nat 1 attack rolls always miss.
KO, Death Saving Throws, and Death.
When you reach 0 HP, you are considered unconscious and therefore may not take any actions, or be conscious or aware of what is going on nor speak.
When unconscious, if the attacker specified that the finishing blow was lethal, you will make a Death Saving Throw (1d20+CON) with a DC of 10. You have three Death Save checks total.
If you succeed 3 checks, you stabilize and no longer must roll.
If you fail 3 checks, you destabilize and will then die.
If you are dealt ANY damage whilst unconscious, no matter the amount - it adds 1 failure to your checks.
Checks reset once you are brought back to consciousness.
Short and Long Rests
Rests are how you gain your HP and MP back outside of combat. You may take a Short or Long rest whenever you want when you are out of battle, or in the overworld. Long rests restore your HP and MP to full, entirely. These rests may not be taken in the middle of battle, and you must wait until a potentially hostile scene is resolved before taking a short or long rest.
Resting System (Dungeons)
When you are inside of a Dungeon, you may NOT take a long rest, instead you are only able to take short rests. You may only take a short rest at a spot where there are no hostile creatures, and you may take a moment to sit down and relax. A short rest heals your HP for 1d8 * CON Score. It also restores MP equal to the combined total of your WIS, INT, and CHA scores. You only have 3 Short Rests per dungeon, and they do not refresh until you leave the dungeon.
Initiative roll is 1d20+DEX+1 per Character Rank.
At the beginning of combat, everyone involved must roll 'Initiative' in order to determine the turn order. Once everyone has rolled their Initiative, the combat begins on the turn of the individual who has rolled the highest, and moving down from there.
If you are joining a scene in the middle of combat, rather than rolling initiative - you automatically are added to the bottom of the turn order, and must wait until the current round rolls back to the individual placed at the top in order for your turn to begin to proc.
Dungeon Initiative
When entering a Dungeon, you roll your Initiative at the very beginning, and the Dungeon Master then notes the Initiative you rolled. That Initiative result is the number that is used for all encounters inside of that Dungeon, until you leave it.
Proficiency Bonus
Added to all weapon attacks, skill checks, saving throws, and spell attack rolls.
+1 per Character Rank.
Your Turn
During your turn, you have four action types within your action economy which you may take:
Standard Action, Movement Action, Bonus Action, Reaction.
Your standard action may be used in order to take the following actions, but not more than one:
Weapon Attack / Unarmed Melee Attack
Ability / Spell
Grapple (Forces a Strength check v Strength check contest, imposing the 'Grappled' effect to the target if they fail.)
Other miscellaneous checks such as Investigation to discern information, etc.
There is also a special action type called a full turn action which requires you to use all of your actions except for your movement action in order to fulfill it.
Switching from one weapon type to another takes is a full turn action unless stated otherwise by a perk, or the weapon description itself. [This includes sheathing your current weapon and unsheathing the next. This assumes a full switch from one weapon to another.]
Dropping a weapon onto the ground takes is a standard action action, picking a weapon up from the ground is also a standard action.
-------------------
Combat Rules:
Attack Rolls:
An attack roll is simply a roll in order to determine whether or not an attack hits. An Attack Roll must be equal to or greater than a target's AC in order to prompt damage, otherwise they dodge it or negate it in some other method (Described in their roleplay in response).
Saving Throws:
Saving throws are checks - made from either the core ability scores, or from Fortitude, Reflex, or Willpower. In order to succeed a saving throw, you must roll a result equal to or greater than the saving throw DC (Difficulty Check). If you succeed a saving throw against a spell that deals damage, you take half damage instead of full - unless stated otherwise. If you succeed a saving throw, it also negates any negative effects that said saving throw check may prompt on a failure.
Armor Class:
Armor class is simply the value in your character sheet that a creature must match with an Attack Roll in order to hit you. If an attack roll matches or exceeds your AC, then it counts as a 'hit' - and any 'on hit' effects as well as damage associated with an attack will therefore prompt on you.
Damage Reduction:
Damage reduction is an effect that will be listed on your character sheet based on the equipment you are wearing, as well as any specific job perks you have. It is rare to come by, but it also does apply to all damage passively - and you may flash it from your sheet to show how much of it you have to those around you.
---------------------------------------------------------------------
Advantage, Disadvantage, Nat 20s, and Nat 1s.
Advantage:
Advantage means that you are allowed to roll twice on an attack roll, skill check, or saving throw - and take the higher number of the two as your result.
Disadvantage:
Disadvantage means that you MUST roll twice on an attack roll, skill check, or saving throw - and take the lower number of the two as your result.
Natural 20:
A Natural 20 is a critical success, meaning you automatically succeed in what you are trying to accomplish. The system will automatically notify you and those around you when you roll a Nat 20.
Nat 20 Attack Rolls are counted as a 'Critical Hit' - and any damage that they end up dealing is doubled.
Nat 20 Saving Throws are counted as a 'Critical Save' - and instead of halving damage, damage is reduced to 0.
Natural 1:
A Natural 1 is a critical failure, meaning you automatically fail in what you are trying to accomplish regardless of what the total numerical result is.
Nat 1 attack rolls always miss.
KO, Death Saving Throws, and Death.
When you reach 0 HP, you are considered unconscious and therefore may not take any actions, or be conscious or aware of what is going on nor speak.
When unconscious, if the attacker specified that the finishing blow was lethal, you will make a Death Saving Throw (1d20+CON) with a DC of 10. You have three Death Save checks total.
If you succeed 3 checks, you stabilize and no longer must roll.
If you fail 3 checks, you destabilize and will then die.
If you are dealt ANY damage whilst unconscious, no matter the amount - it adds 1 failure to your checks.
Checks reset once you are brought back to consciousness.
Short and Long Rests
Rests are how you gain your HP and MP back outside of combat. You may take a Short or Long rest whenever you want when you are out of battle, or in the overworld. Long rests restore your HP and MP to full, entirely. These rests may not be taken in the middle of battle, and you must wait until a potentially hostile scene is resolved before taking a short or long rest.
Resting System (Dungeons)
When you are inside of a Dungeon, you may NOT take a long rest, instead you are only able to take short rests. You may only take a short rest at a spot where there are no hostile creatures, and you may take a moment to sit down and relax. A short rest heals your HP for 1d8 * CON Score. It also restores MP equal to the combined total of your WIS, INT, and CHA scores. You only have 3 Short Rests per dungeon, and they do not refresh until you leave the dungeon.