Complete Combat Actions: Difference between revisions

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'''Bonus Attack/Off Hand Weapon''' (Simple Action)
'''Bonus Attack/Off Hand Weapon''' (Simple Action)
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: All Combatants have the ability to perform a Bonus Attack as a Simple Action. Bonus Attacks are possible when a Character is holding an Off-Hand weapon that they are Proficient in. All Bonus Attacks are Simple Actions that can only be done after a Standard Attack Action. The Bonus Attack is a Special Simple Action in that the Character can still perform a Bonus Attack after a Full Attack (Full Round) action. However, under this special case, the Bonus Attack can only aim at the target of the Full Attack. Other actions that require a Full Round still block the Bonus Attack action. Bonus Attack cannot use Extra Damage.
: Bonus Attacks are possible if the Character is able to wield an Offhand Weapon that they are proficient in. All Bonus Attacks are Simple Actions that can only be done after a Standard Attack Action. The Bonus Attack is '''special''' in that the Character can still perform a Bonus Attack after a Full Round Attack Action. However, under this special case, the Bonus Attack can only aim at the target of the Full Attack. Other actions that require a Full Round still block the Bonus Attack action. Bonus Attack cannot use Extra Damage.
:# The Weapon must be considered Light or Levels 0 thru 2. If Medium (Levels 3 thru 5), then the Weapon must have the Versatile attribute.  
:# The Weapon must be considered Light or Levels 0 thru 2. If Medium (Levels 3 thru 5), then the Weapon must have the Versatile attribute.  
:# The Character must be proficient in the weapon for it to be usable as an Off-Handed weapon.
:# The Character must be proficient in the weapon for it to be usable as an Off-Handed weapon.
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:# Grenades do '''not''' explode on contact. Instead, they explode at the end of the targets turn. This gives the combatants within the '''Area of Effect''' (or AoE), the choice of accepting the damage or moving away from it. This is a useful tactical move as it can force a target or targets to move out of cover and thus not attack for a round.
:# Grenades do '''not''' explode on contact. Instead, they explode at the end of the targets turn. This gives the combatants within the '''Area of Effect''' (or AoE), the choice of accepting the damage or moving away from it. This is a useful tactical move as it can force a target or targets to move out of cover and thus not attack for a round.
:# A Character can attempt to 'cook' the grenade so that it goes off at the start of the targets turn instead of at the end. This is risky however and requires a Wisdom check DC25 + Misc mods. The source of the miscellaneous modifier is up to the GM. If it fails, then the grenade harmless explodes in the air wasting the grenade and the turn. If the Player critically fails then they grenade never leaves there hand, and the explosion goes off with full effect. The Character holding the grenade takes max damage and affect without any saving throws.  
:# A Character can attempt to 'cook' the grenade so that it goes off at the start of the targets turn instead of at the end. This is risky however and requires a Wisdom check DC25 + Misc mods. The source of the miscellaneous modifier is up to the GM. If it fails, then the grenade harmless explodes in the air wasting the grenade and the turn. If the Player critically fails then they grenade never leaves there hand, and the explosion goes off with full effect. The Character holding the grenade takes max damage and affect without any saving throws.  
:# Grenade throws are calculated with two d10s. The 2d10 can be rolled all at once and read from top to bottom or left too right. Or rolled one at a time. Either case the first die represents how accurate from left to right while the second die represents if the throw was too short or too long. A 5 or 6 is a success while a 4 is 5ft to the left. A 7 is 5ft to the right. This continues by 5ft increments. A 3 is 10ft to the left while a 8 is 10ft to the right. This is the same for the second d10 except a 4 is 5ft too short while 7 is 5ft too long. There is a [[Bazooka_Arm|Feat]] that can improve the chances.
:# Grenade throws are calculated with two d10s. The 2d10 can be rolled all at once and read from top to bottom or left too right. Or rolled one at a time. Either case the first die represents how accurate from left to right while the second die represents if the throw was too short or too long. A 3 through an 8 is a success while a 2 is 5ft to the left. A 9 is 5ft to the right. This continues by 5ft increments. This is the same for the second d10 except a 2 is 5ft too short while 9 is 5ft too long. There is a [[Bazooka_Arm|Feat]] that can improve the chances.
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Latest revision as of 06:41, 26 April 2019

Combatants Actions

The fundamental actions of moving and attacking cover most of what a character wants to do in a battle. They’re described here. Other, more specialized options are touched on later.

Each Combat Round represents roughly 3 seconds in the game world. A Round is an opportunity for each character involved in the combat to take action. Anything a person could reasonably do in 3 seconds, a character can do in 1 round. Each round begins with the Team who has the highest initiative and then proceeds, in order, from there. Each round of combat uses the same initiative order. When a character’s Team's turn comes up in the initiative sequence, the characters in the Team deiced on what actions they should do either as individuals or perform actions that affect each other. The Player's in a Team decide what they are going to do and then roll there dice to see if they were successful. If the action requires the success of another Player's action, then they wait to see if their teammate was successful, if the other Player wasn't successful then there turn ends without action.

Table: Example List of Actions
Move Standard Actions
Move your speed
Climb, Crawl, Swim (Half Speed)
Switch Weapons
Attack Standard Actions
Attack (Melee Weapon)
Attack (Combat Technique)
Attack (Ranged)
Attack an object
Full-Round Actions
Combat Techniques
Full Attack(Extra Damage)
Sprint
Withdraw
Make a dying character stable
Simple Actions
Bonus Attack
Drop to prone, sitting, or kneeling
5-foot step
Draw/Holster Weapon
Free Actions
Drop an object
Speak
Action Type Varies
Reload a Firearm
Use a Skill/Feat/Talent

Remember that each round represents 3 seconds of in-game time. The below table may help explain.

Table: Time and actions in a round of combat.
---- Time (3 seconds) ----
ACTIONS
Standard Action
(Move Action or Attack Action)
Simple
Action
Free
Action
Full Round Action -

To the right is a table common options that can be done in combat.

Move Actions

Before getting into the specifics of different Move Actions, an overview of the Character Placement and Movement rules is necessary.

Character Placement

Future Path uses squares as a way to help visualize combatants location, the range of attack/movement/reach and who they can see and hit. You do not need a square mat to play as some groups prefer to imagine the whole thing and may feel that visual help hampers the imagination. However, it is also nice for at least the GM to have some scratch graphing paper to help ensure rules are followed.

Each square is considered 5 square feet. Each player according to there size takes up at least 1 square as there personal space. Attempting to move through a space occupied by a friendly or neutral person is considered Difficult Terrain. A combatant cannot move through a enemy's square, unless they attempt an Overrun or if the combatant is considered unconscious. Each combatant has a 5ft melee attack radius known as the Threat Range. Normally its just 5ft unless specified otherwise.

When moving a character can move in any eight directions. Forward, Backwards, Left, Right as well as the diagonal directions. There is also up and down and so on for flying or ships in space. We will get into movement in space in the Space Combat section below.

Movement

Moving around is pretty simple. A character has a certain amount of range they can run during combat. By default that range is 30ft. (Remember that each round is supposed to represent 3 seconds roughly and that running is the default way a Character moves in combat. You can also sprint which is 60 feet or walk which is 15ft.). You can review the different kinds of Movement you can do below. Each square is 5ft. So 30ft of movement means 6 squares in any direction including diagonal. You also do not have to have things line up perfectly. For example, a wall can end in the middle of a square, o that the distance between walls in a corridor is 2.5 squares. The half square is still a valid space however if forced to move through a half or smaller sized square makes it count as Difficult Terrain.

Difficult Terrain
Terrain only effects how a character moves. GM's can use discretion on if the terrain they describe/imagine has any credible effect on the characters movement. The default is that all movement speed is reduced by half. However, in some causes like uneven Terrain, the GM may give a -10ft movement speed reduction instead. Difficult Terrain means a Character cannot Sprint, Withdrawn, Charge, or Overrun without first rolling an Acrobatics skill check to make sure they do not trip. The DC should be 15 + Misc Mods. Failure usually implies that Character trips and falls failing to perform their action and becoming prone. Usually about half way through doing what they were trying to do.

The movement takes up the majority of your turn. You will have to decide either or not it's wise to have your player move to a better location/different opponent/etc... or if they should attack. If you move faster then just the default speed for your Character then it is considered a Full Round action.

You may also notice that there are other movements that you can do without leaving your square. Such as going Prone or opening a door slowly.

Standard Move (Standard)

Sprint (Full Round)

Climb, Crawl, Swim (Standard)

Draw/Holster (Simple)

Reload (Standard)

Switching Positions (Simple/Free)

Other Examples of Move Actions

Attack Actions

Finally! I am going to shoot some things! Well.. firstly make sure you have already prepared the weapon you choose. For example, if you wanted to use your trusty laser pistol, you would first draw it from its holster. Drawing a weapon is a Simple Action which can be done before or after your Standard Action.

With a drawn weapon you can go ahead and fire! Making an attack is a Standard Action. It is broken up into two parts. First, you want to roll to see if you hit the person. This is called an Accuracy check. The value of the roll is compared against the target's AC. The value is determined as such:

Accuracy Check Value
Value = d20 + Advantage Die Roll + Strength Modifier(Melee) or Dexterity Modifier(Ranged) + Weapon Accuracy Bonus

The second part is rolling for damage. Different Weapons can have different Damage Die. The Damage Die is based on the Weapon's Level is between 1d2 to 2d12. The Weapon may also have Bonus Damage or some Bonus Effect that needs to be accounted for. If the weapon is Melee, you get to add your Strength Modifier to the total damage.

Extra Damage
This is a special feature provided by a Character's Core Class. As a Character levels up they gain the ability to do more damage. If a Character wishes to use an Extra Damage, then the Attack requires a Full Round action that is also the Declaration of the End of There Turn. Extra Damage just means that the Character gets to roll there Damage Die again as if they had another successful attack.
Critical Success/Failure
This is when a Natural Twenty is rolled. Natural Twenty means that the d20 landed on the number 20. Some weapons allow for the Critical Range to be adjusted to make it easier to have a Critical Success. Such as 19-20 or 18-20. This still means that the d20 landed on one of those numbers. A Critical success Damage Roll is different. There is a Critical Multiplier, and that determines how many extra times the Damage Die is rolled. The default value is x2 which means the Damage Die is Rolled twice. A Critical Failure means that the Character fails to do any damage at all and possibly has another negative side affect the GM can state. Such as you fumble and drop your gun.
Critical Checks
The Critical modifier only applies for the first Damage Die roll. If a Character is a high enough level to have the Extra Damage trait and the Critical happened during a Full Round Attack action then each Extra Damage has to be Critical Checked. A Critical Check is just another Accuracy check done for each Extra Damage.
  • If the check fails then the next damage die can still be rolled but it is not Critical. The Critical check stops and all other Extra Damage if any are also rolled as normal.
  • If the accuracy check succeeds then the Critical effect is also applied do that damage roll. Once that damage is rolled then continue to doing Critical Checks until all Extra Damage has been rolled.
  • If the next accuracy check is another Critical then the Critical 'explodes' and the Critical multiplier is increased by one and the effect is applied to that damage die roll. Afterward, if the Character still has more Extra Damage then the Critical check with the new multiplier. This effect can stack. There are some exceptions.
  • The multiplier can never go above x5.
  • A Critical in a Critical check is a 19-20 only. Meaning a weapon is a higher critical range such as 18-20 doesn't mean the Critical takes place if it rolls an 18. However, if an 18 is rolled and that isn't high enough to hit the enemy but it is supposed to count as a critical because of the weapon's crit range then even though the Critical Check isn't a Critical it still counts as a success.
  • There are Feats that can affect these rules. (TODO)
  • If the accuracy check is a critical failure then you do not roll for any more Extra Damage and stop critical checks and the attack action is finished. However, this doesn't negate any damage that has already been rolled that still hits the target.

Attack Actions in Detail

Attack (Melee weapon) (Standard)

Attack (Range Weapon) (Standard)

Full Attack (Full Round)

Bonus Attack/Off Hand Weapon (Simple Action)

Throw an Object(Grenade) (Full Round)

Combat Technique (Full Round)

Class Specific Technique (Full Round)

Class Specific Attack Talent (Either Full Round or Standard)

Attack an Object/Helpless Target (Standard)

Full Round Actions

Below is a list of Full Round Actions that are not already listed in the Attack and Move sections above. Normally a Full Round action is also the declaration of the end of the Characters turn. In other words it is both the first and last thing the Character can do. Free Actions can act during a Full Round action but not before or after.

Coup de grace (Full Round)

Stabilizing Dying Character (Full Round)

Simple Actions

Below is a list of Simple Actions that are not already listed in the Attack and Move sections above. Simple Actions can be done before or after a Standard Action. In some cases a Simple Action is a declaration of the end of the turn for the Character.

5-foot step (Simple)

Free Actions

A free action is anything that can be quickly done in less then a second if necessary or be done while performing other actions. For example dropping an object merely requires that a combatant lets go of the object this can be done in a split second even if the object takes much longer to hit the floor. Or talking which can be done in the middle of performing other actions.

Free actions can add up. A Character can only have 1 Free action per turn. However, if the Character chooses to do 2 Free Actions, it takes up a Simple action as well. If they choose to perform 3 Free actions, then it requires a Standard Action, and 4 requires a Full Round.

Below are the actions mentioned in the table shown previously explained in more detail.

Drop an object (Free)

Speak (Free)

Varies Action Types

Use a skill (Full Round or Free)

Use a Feat (Full Round)

Use a Talent (Full Round most of the time.)

Perform a Technique (Full Round most of the time.)

Other Actions and Situations

While in combat or even outside of combat there can be countless special situations or actions that can happen where there may be exceptions to the rules. Below is a list of actions or situations that require additional explaining.

Delay/Ready (Sacrifice Turn)

Traps/Mines (Full Round or Free)

Cover (Full Round or Free)