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Realm of Aesair
Welcome to Aesair! We are glad to have you here to play with us. Rules are rather lax so sit back and try and enjoy yourself. Here at Aesair, we want you to be as comfortable as possible. As we have just gotten things up and running, we are a little vacant right now, but any suggestions are welcome for improving your Forum going experience.
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Combat Basics

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Combat Basics Empty Combat Basics

Post by Support Team Tue Feb 11, 2014 11:44 am

This section summarizes the rules and details concerning combat.
ROUNDS
Combat occurs in rounds. In every round, each combatant gets to do
something. A round represents 6 seconds in the game world.
INITIATIVE
Before the first round, each player makes an initiative check for his
or her character. The DM makes initiative checks for the opponents.
An initiative check is a Dexterity check (1d20+Dexterity modifier).
Characters act in order from highest initiative result to lowest, with
the check applying to all rounds of the combat.
A character is flat-footed until he or she takes an action.
ACTIONS
Every round, on your character’s turn, you may take a standard
action and a move action (in either order), two move actions, or one
full-round action. You may also perform one or more free actions
along with any other action, as your DM allows.
ATTACKS
In combat, the most prevalent standard action is an attack. You can
move your speed and make an attack in a round (a move action and a
standard action). Experienced characters can attack more than once,
but only if they don’t move (a full-round action). Making a ranged
attack provokes attacks of opportunity from opponents that threaten
you (see below).
Attack Roll
To score a hit that deals damage on your attack roll, your result must
equal or exceed the target’s Armor Class (AC).
Melee Attack Roll: 1d20 + base attack bonus + Strength modifier
+ size modifier.
Ranged Attack Roll: 1d20 + base attack bonus + Dexterity
modifier + size modifier + range penalty.
Damage
If you score a hit, roll damage and deduct it from the target’s current
hit points. Add your Strength modifier on damage rolls involving
melee and thrown weapons. If you’re using a weapon in your off
hand, add one-half your Strength modifier (if it’s a bonus). If you’re
wielding a weapon with both hands, add one and a half times your
Strength modifier (if it’s a bonus.)
Armor Class
A character’s Armor Class (AC) is the result you need to get on your
attack roll to hit that character in combat.
Armor Class: 10 + armor bonus + shield bonus + Dexterity
modifier + size modifier.
Hit Points
Hit points represent how much damage a character can take before
falling unconscious or dying.
SPELLS
In most cases, you can move your speed and cast a spell in the same
round (a move action and a standard action). Casting a spell
provokes attacks of opportunity from opponents that threaten your
(see below).
SAVING THROWS
When you are subject to an unusual or magical attack, you generally
get a saving throw to negate or reduce its effect. To succeed on a
saving throw, you need a result equal to or higher than its Difficulty
Class.
Fortitude Saving Throw: 1d20 + base save bonus + Constitution
modifier
Reflex Saving Throw: 1d20 + base save bonus + Dexterity
modifier
Will Saving Throw: 1d20 + base save bonus + Wisdom modifier
MOVEMENT
Each character has a speed measured in feet. You can move that
distance as a move action. You can take a move action before or after
a standard action on your turn in a round.
You can instead forego a standard action and take two move
actions in a round, which lets you move double your speed. Or you
can run, which lets you move quadruple your speed but takes all of
your actions for the round.
ATTACKS OF OPPORTUNITY
During combat, you threaten all squares adjacent to yours, even
when it’s not your turn. An opponent that takes certain actions
while in a threatened square provokes an attack of opportunity from
you. An attack of opportunity is a free melee attack that does not use
up any of your actions. You can make one attack of opportunity per
round. Actions that provoke attacks of opportunity include moving
(except as noted below), casting a spell, and attacking with a ranged
weapon.
You provoke an attack of opportunity when you move out of a
threatened square, except:
 If you withdraw (a full-round action), opponents don’t get attacks
of opportunity when you move from your initial square. If you
move into another threatened square, however, opponents get
attacks of opportunity when you leave that square.
 If your entire move for the round is 5 feet (a 5-foot step), opponents
don’t get attacks of opportunity when you move.
DEATH, DYING, AND HEALING
Your hit points represent how much damage you can take before
being disabled, knocked unconscious, or killed.
1 or More Hit Points: As long as you have 1 or more hit points,
you remain fully functional.
0 Hit Points: If your hit points drop to 0, you are disabled. You
can only take one move action or standard action per turn, and you
take 1 point of damage after completing an action.
–1 to –9 Hit Points: If your hit points drop to from –1 to –9 hit
points, you’re unconscious and dying, and you lose 1 hit point per
round. Each round, before losing that hit point, you have a 10%
chance of becoming stable. While stable, you’re still unconscious.
Each hour you have a 10% chance to regain consciousness, and if
you don’t, you lose 1 hit point instead.
–10 Hit Points: If your hit points fall to –10 or lower, you’re dead.
Healing: You can stop a dying character’s loss of hit points with a
DC 15 Heal check or with even 1 point of magical healing. If
healing raises a character’s hit points to 1 or more, the character can
resume acting as normal.

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Join date : 2014-01-28

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