Combat

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Combat is played out in rounds, and in each round everybody acts in turn in a regular cycle. Rounds have 5 phases too them. The 5 phases are listed below:

  1. Characters and opponents (usually controlled by the GM) all determine the play order with initiative. Initiative determines the order that players take their turn.
  2. It is determined if a surprise round is necessary by asking the question: "Are all combatants aware of their opponents?". If there are combatants that not aware of their opponent then they cannot act in this round. It is a surprise to them.
  3. The first round of combat officially starts. The question is raised of advantages and disadvantages there may currently be and then they are applied.
  4. Combatants act in initiative order taking into account any advantages and disadvantages and be aware if an action changes that.
  5. Once all combatants have finished the turn is over and it starts over at step 3 again. If there are any round counters such as a fire burning, or poison effects you would move the counter now. This cycle continues until combat is declared over.

Below are the phases in more detail.

Initiative (Step 1)

Initiative is a representation of a players reflexes and mental focus in combat. It is a score that is: DEX + WIS + MISC. It can also be a check when necessary. d20 + DEX + WIS + MISC. In a battle senerio the player with the higher Initiative score goes first. If there is a tie the person with the higher Dex score goes first. If that is still a tie then a Initiative check is rolled on both sides until the tie is resolved.

For battles with more then two people however the Initiative is group based. Combatants by default move together as a team in their respected groups. A groups Initiative score is: SUM of all Characters Initiative Scores divided by the number of Characters in the group round down. In other words its the average round down. Normally this number can be calculated at the start of each game so you do not need to do much of that evil math stuffs. If there is a tie between groups then the groups compare the initiative of their highest member and that group goes first. If there is still a tie then the highest player does a Initiative check.

In groups the players have multi options for acting in turn. There is some flexibility here. The goal here is to make combat quick and streamline.

  • The first and default approach is to have each player go in order from the person with the highest Initiative to the lowest handling ties just like if they where in one on one combat. They would only need to resolve the tie once and that counts for the rest of combat. The GM can also have a house rule that lets players roll Initiative ties at the start of a gaming session so that order doesn't have to be re-addressed every combat encounter.
  • The Second option is the simplest. This is to have the turn order be counter clock wise. One option is to at the start of a gaming session figure out the turn order the default way using Initiative score and then have the players be setted in that order so there is no confusion. Again the goal here is to make combat as quick and smooth as possible.

Also remember that the above options are regarding turn order for your group in combat. This doesn't mean that because the GM sits in the middle that he gets to go in the middle of the groups turns. Whether or not the GM controlled characters go before the Player controllered characters in combat is completely baised on the Initiative rules noted at the top of this section.

Characters may have taken certain feats or talents that improve initiative by adding additional bonuses. Your Character Sheet should have a "Misc" section for Initiative which is why we have a spot for Initiative instead of just saying "Do a Dexterity check". Some of these bonuses can be added not just to the individuals Initiative bonsus but to the group. Meaning that you get the average score from the group and then add the bonus to the total.

Flat-Footed: At the start of a battle, before the character has had a chance to act (specifically, before the character’s first turn in the initiative order), the character is flat-footed. A character can’t use his or her Dexterity bonus to Defense or make attacks of opportunity while flat-footed. Flat-Footed is a status normally seen as a disadvantage to the Character. The Character Sheet has a convenient place to store the Flat-Footed value so that you do not need to calculate it.

Acting out of Turn: A player can attempt to withhold/delay action for the right moment. Acting inbetween enemies. This requires an initiative check against the player they are acting before (If its an opponent). And will require that for every sequitial attempt. This also causes them to forfit their current turn as they are holding it. If they fail the Initiative the player still loses his turn.

Joining a Battle If characters enter a battle after it has begun. If they are a third party and not part of any group his or hers Initiative is compared to the other groups. The same goes for multi people joining combat as a new group. Their group Initiative is compared to the other groups to determine what the turn order is. If you are joining a group then you simply slip into the correct spot in the groups turn order as noted by the rules above. However this does not change the groups current Initiative score. The score that is at the start of combat is what is used until combat is done unless a feat or spell or some other action states otherwise. Joining a group doesn't change that groups initiative.


Example Game Play

The GM: "The fog clears and before you is your worst nightmare! 4 of the meanest looking Space Bears where awoken by the sound of the explosion. They stare with both anger and surprise at the  unexpected guests. You have woken up a din of Space Bears! Prepare to battle!"

 (The group is made up of 4 people. But only 3 are there at the time. Brandon(Infiltrator), James(Electo-Savant), and Art(Special Forces). The forth isn't there yet, Katie(Investigator) she is in the other room and just heard the explosion. Brandon being a sneaky bastard had delcared that he went into stealth before the group entered the room.)

 Katie: "Do I hear the explosion?"

 The GM: "Yes! But you are in a different room. You cannot act in the first round."

 Katie: "I yell! 'I am comming! What the devil did you guys do! Don't forget this is a possible crime sence! DUH!'"

 The GM: "You are all 'Shaken' by the explosion but just for one round. Dont forget to take off 2 points from your groups total init."

 Brandon: "What about me? I was in stealth?"

 The GM: "Your stealth didn't protect you from the explosive trap. And you are still part of the group right? So your init will be counted"

 The GM: "The bears initiative is lower then your group thanks to Katie not being part of the group. Her lower init would of knocked the average down below them. You guys go first!"

 The GM: "But before you go! Brandon, you are in stealth the bears do not know you exist yet. You get to act in the surpise round."

 Brandon: "Buwahahahaha... I will attack the closest bear with my silienced pistol"

 (Brandon rolls the dice hits the bear and the surpise round is now over)

 The GM: "Ok Now the normal round starts. You guys group goes first. Katie is still on her way. Brandon you have the highest init you go first. Then Art and then James."

 (Brandon and art and james all take turns attacking the space bears. James shocks on of the bears for 2 rounds.)

 The GM: "Now the space bears wounded but still kicking retaliate with there claws"

 (The space bears attack the 3 in the room. The one shocked bear however cannot move because of the Condition of being 'shocked')
 The GM: "Alright round one coming to a close!. Moving the shocked counter down from 2 to 1 on that bear you hit james. Katie you have entered the room and see a sight you never thought you would behold. Giant angry space bears are clawing there way through your friends! What do you do?"

 Katie: "I join the fight!"

 The GM: "Alright, even though Katie would of brought the init down below the bears she is joining late so the groups init doenst change. However katie you go last in the group. So its Brandon, Art, James, and lastly Katie"

 (The next battle starts now Katie is in the fight and goes at the end of the groups turn. Next the bears attack and finially the round is over.)

 The GM: "That bear is no longer shocked James! You notice that he can move again"

 James: "No so fast!"

 (The next round starts... the group finishes off the space bears before the bears can go. The battle is concluded)

Surprise! (Step 2)

When a combat starts, if a character was not aware of his or her enemies and they were aware of the character, that character is surprised. Likewise, a character can surprise his or her enemies if the character knows about them before they know of the character.

The Surprise Round If some but not all of the combatants are aware of each other, a surprise round may happen before regular rounds begin. The combatants who are aware of the opponents can act in the surprise round. They act in the order that the Initiative states from step 1 just skipping the surprised combatants. They can also choose not to act as to remain hidden. Before combat starts make sure that characters have opportunity to not be surprised if there is the possibility to spot/see the trap/hidden combatants. For example if an enemy is in stealth the combatants should be able to do roll for perception against the enemies stealth to not be surprised. However there also can be situations where it is impossible a character to see the coming combat and in that situation the GM should not feel obligated to have them roll.

Unaware Combatants Combatants who are unaware at the start of battle do not get to act in the surprise round. Unaware combatants are still flat-footed because they have not acted yet. Because of this, they lose any Dexterity bonus to Defence.

Actions that can be done in surprise round and advantages and disadvantages that can be applied are explained in below sections.

Examples: Examples for this is like the one in Step 1. This is where a group of 3 people walk into a room and one of them is stealthy. They have to fight space bears. The space bears are unaware of the stealthed character. When combat starts the stealthed character gets to attack one of the bears.

Another example is a group of people hidden in a hotel room to jump a bad guy once that person enters the room. The bad guy doesn't know the people are there but they know he is there. They are all able to start combat with a surprised round.

Determining Advantages and Disadvantages (Step 3)

There are multi things that can give characters advantages or disadvantages in combat. An advantage is anything that gives a bonus to a combatant. A disadvantage is simply anything that is a detractor/penalty for a combatant, in other words the opposite of advantage.

In the start of combat ALL combatants (unless noted otherwise) have the disadvantage "Flat-Footed". More about what "Flat-Footed" means down below. Once a combatant's turn starts they are no longer considered Flat-Foot'ed unless told otherwise.

There is a lot of different modifiers that can be considered disadvantages in combat just remember that they all boil down to a detractor on some modifier when doing a dice roll. Basically if you have a disadvantage of any kinda it just means that when you roll your dice you subtract a number where normally you may add a number to the total outcome. Or simply do not apply a bonus where you normally do. This is suppose to show that it is more difficult to preform that action because you are at a disadvantage.

Just like disadvantages there are a lot of advantages in combat but they all result in the same thing. A bonus you get to apply too your dice roll that helps to increase your chance of success. This is suppose to show that your character has the advantage when performing that action.

There are also Conditions a player may be in. Some conditions simply change modifiers. For example the condition of "Sickened" gives you a -2 penalty on all attack rolls, weapon damage rolls, skill checks, and ability checks. Obviously the "Sickened" condition would be considered a Disadvantage. Although other conditions such as "Unconscious" just describe that the combatant is knocked out and helpless.

There are different levels of Advantages/Disadvantages that simply say how much of a bonus/penalty a combatant gets. The 3 different levels are as follows:

  • Minor: +/- 1
  • Moderate: +/- 2
  • Major: +/- 4

The idea here is to make it easy for a GM and Player to know what to add or subtract if necessary. A GM can for some creative reason within the game declare that a Player has the advantage or disadvantage. This doesn't mean that you can simply throw out anything willy nilly. Below is a list of Modifiers that can be used as examples. The GM can declare it a minor/moderate/major condition. The advantage/disadvantage can effect either Attack Rolls or Defense rolls. Some advantage/disadvantage can also effect checks and damage rolls.

To the right is a list of Attack and Defense Modifiers/Conditions.

Table: Attack Roll Modifiers
Attacker is Melee Ranged
Dazzled –1 –1
Entangled –2 –2
Flanking defender +2
Invisible +2 +2
On higher ground +1 +0
Prone –4
Shaken or frightened –2 –2
Squeezing through a space –4 –4
Table: Defense Check Modifiers
Defender is Melee Ranged
Behind cover +4 +4
Blinded –2 –2
Concealed or invisible See Concealment
Cowering –2 –2
Entangled +0 +0
Flat-footed +0 +0
Grappling (but attacker is not) +0 +0
Helpless –4 +0
Kneeling or sitting –2 +2
Pinned –4 +0
Prone –4 +4
Squeezing through a space –4 –4
Stunned –2 –2


Advantage/Disadvantage Stacking:

  1. Advantage's can stack but you can only add 1/2 of all other bonuses on top of the largest bonus. So if you have 3 bonuses. One Major, one moderate, and one minor the total would be a +6 advantage bonus. That would be the Major (+4), Moderate (+2 / 2) , and Minor which will also be just +1. If two of your advantage bonuses are both the highest simply pick one to be the base and add 1/2 the other. Like so, Major (+4) + Major (+4 / 2) + Moderate (+2 / 2) = (+7) total bonus. The max a Character can apply is +12 however you can keep stacking higher then 12 you can not add or subtract more then 12 at any one time.
  2. Disadvantage's can also stack however no extra math is necessary. Simply add the disadvantages together for a total. If you get a -20 or more then you auto fail the check/attack/damage. So if you have a -20 to your Attack Values you cannot even attempt an attack until you are no longer posses -20 worth of penalties. As for Ability scores you do not die if you get -20 in CON. Nor does any other negative disadvantage in Abilities effect your actual score. Only temporarily effects the modifier.
  3. There is no stacking of conditions that do not effect each other. For example if you have a disadvantage in your ability score for DEX a disadvantage for STR would not stack or gain the other abilities disadvantage.
  4. Advantages and Disadvantages do not cancel each other out. You simply add the advantage and then subtract the disadvantage.

Visit the Conditions page for a full list of Conditions and there effects.

Actions done by a player may change the conditions in the round. It is up to the GM to confirm and keep track of all conditions and to insure that players are aware of there own Conditions. It is a good idea for a Player to be wise to the different conditions a combatant can be in and what conditions may they themselves have or could have. Much of the strategy of combat in this game is about moving combatants into conditions that weaken them while avoiding the same fate.

The Combat Rounds (Step 4)

Step 4 is repeated multi times until combat is finished. Usually the longest part of combat because each player has to figure out what to do and roll for their action. What action a combatant can do and how it effects himself and others are laid out here. This is also the largest section as it attempts to explain all that can be done.

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 about 3 seconds in the game world. A round is an opportunity for each character involved in a combat to take an action. Anything a person could reasonably do in 3 seconds, a character can do in 1 round. Each round begins with the group or character who has the highest initiative and then proceeds, in order, from there. Each round of a combat uses the same initiative order. When a character’s turn comes up in the initiative sequence, that character performs his or her entire round’s worth of actions. (For exceptions, see Attacks of Opportunity and Special Initiative Actions.) For almost all purposes, there is no relevance to the end of a round or the beginning of a round. A round can be a segment of game time starting with the first character to act and ending with the last.

Table: Complete List of Actions
Attack Standard Actions Attack of Opportunity
Attack (melee weapon) No
Attack (Combat Maneuver) Yes
Attack (Ranged) Yes
Attack an object Maybe
Move Standard Actions Attack of Opportunity
Move your speed Yes
Use a piece of equipment No
Climb, Crawl, Swim (Half Speed) No
Draw a weapon No
Holster a weapon Yes
Move a object Yes
Open a door slowly No
Stand up from prone, sitting, or kneeling Yes
Load a weapon Yes
Full-Round Actions Attack of Opportunity
Combat Maneuver (Sometimes) Maybe
Coup de grace Yes
Full attack(Extra Attack Feat) No
Sprint Yes
Withdraw No
Make a dying character stable Yes
Total defense No
Free Actions Attack of Opportunity
Drop an object No
Drop to prone, sitting, or kneeling No
Speak No
5-foot step No
Action Type Varies Attack of Opportunity
Reload a firearm* Yes
Use a skill Usually
Use a feat Varies
Delay No

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)
Free Action
Full Round Action

To the right is a full list table of all the actions that can be done in combat. You may also noticed the column "Attack of Opportunity" This is an important part of Combat and will be explained further later in this section.

Character Placement/Location

Future Path uses squares as a way to help visualize combatants location,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 insure 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. This means that if one player moves through another friendly players space they cannot sprint. A combatant cannot move through a enemy's square, at least not unless that combatant is in someway unable to move and is considered helpless such as having the condition of unconscious. Each combatant has a 5ft melee attack radius known as the Threat Range. Normally its just 5ft unless specified otherwise. Usually this can be changed by different type of melee weapon. Such as a halberd or a whip.

When moving a character can move in any 8 directions. Forward, Backwards, Left, Right as well as the diagonal directions Forward Left, Forward Right and Backwards Left, Backwards Right. There is also up and down and so on for ships in space if they have that ability. We will get into movement in space at a later time.

Movement

Moving around is pretty simple. A character has a certian amount of range they can run durning combat. By default that range is 30 ft. (Remember that each around is suppose to roughly represent about 3 seconds and that running is a realitive term to explain a speed. You can also sprint which is 60 feet). You can review the different kinds of Movement you can do here. Each square is 5 feet. So 30 ft of movement means 6 squares in any direction including diagonal. You also do not have to have things line up perfect. For example a wall can end in the middle of a square. So that the distance between walls in a corrador is 2.5 squares. That space is still a valid space however smaller then normal spaces have special conditions. Characters that try to do combat maneuvers in smaller then normal will get penilities (usually just minor or moderate) and if a character tries to sprint ONLY across a square or set of squares that are resaonally smaller then the 5ft square then they have to roll an Acrobatics check. For example a tight rope, or tiles on the floor that if you step out of them a trap triggers.

Squares can have other attributes then just the size being smaller then 5ft. You can have different terrian. Terrian only effects a characters movement speed and possibly either or not opponents have some degree of concelment. GM's can use discretion on if the terrian they describe/imagine has any credible effect on the characters movement. Such as rocky/uneven may give a -10ft movement speed reduction.

Movement takes up the majority of your turn. You will have to decied either or not its wise to have your player move to a better location/different opponent/etc... or if they should attack. If you do your then the default movement speed running which is 30ft, such as a sprint 60ft then the movment is considered a full round action. The only other thing your character can do is use the Speak free 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. These moves are space cases. You can read up more about them in the #Move Actions section.

Attacking

Finally! I am going to bash some things! Well.. firstly make sure you have already prepared the weapon you choose. For example if you want to use a sword you would first need to draw it from its sheath. If you wanted to use your trusty lazer pistol you would first need to draw it from its holster. Drawing a weapon is a move standard action which is the majority of your turn. Your are left only with a free action. Such as taking a 5-foot step.

Example
 You walk into the only lit part of this grungy back alley. Your opponent waiting on the other side wants to talk. The conversation goes unsurprisingly bad. You draw your weapon and step backwards into the darkness as the combat starts.

With a drawn weapon and your turn again you can go ahead and fire! Doing an attack standard action is a two step processes. First you want to roll to see if you hit the person. This is an Attack check again their Defence stats. There are 3 numbers that need to be added together to get your attack score. First all checks are done by rolling a d20. So the first number is the number you get from your d20 roll. Second your character sheet will have a Base Attack Bonus for both Range and Melee. Lets say you used a lazer pistol, a ranged weapon. So the second number is your Base Ranged Attack Bonus on your character sheet. Lastly is your weapon bonus. Each weapon can have a bonus that you can add to your roll. Lets say you have a reddot lazer on your lazer pistol because irony. And that reddot gives you a +1 bonus. This would be your third number. Your attack score has to be equal too your greater then the target defence score.

Example
(continued from previous example) The enemy is slower then you. You have the first shot. The player roll's a d20 and gets a 12. The character has an Base Range Attack Bonus of +2. And the lazer pistol provides an additional +1 bonus for its reddot. The total Attack score is 15. The enemy is sadly outmatched with a defence score of 14. Your lazer pistol hits the target.

Ok with a confirmed hit you now have to roll damage. The biggest thing that sets different weapons apart is what dice is used to roll for damage. Other features like bonuses to hit, special effects, difficulty of use all come into play as well. But the biggest part of a weapon is the associated dice. A lazer pistol may be a simple d6 but a high powered plasma rifle may be a d10. Which means it has the ability to do more damage. Also weapons may roll multi times. Such as d4 X 2. A lazer pistol is not a notable powerful weapon of combat so it has a humble single d6 for damage. However this isn't the only number you add. There are two numbers for determining damage. First there is the already mentioned dice roll based on weapon. In this case that is a d6. The second number is the DEX Modifier for the character. Melee attacks use the STR Modifier as a bonus to damage but ranged weapons us the DEX mod instead.

Example
(continued from previous example) The player rolls a d6 and gets a 4. Then adds the characters Dexterity modifier of +3 to get a total of 7. The enemy screams in pain as they receive 7 points worth of lethal damage.

In the end that is all there is too Attacking. A lot of the combat and strategy comes from the setup of the attack while the luck of the game comes from the attack roll itself. In order to win Players must play smart to insure that they gain the advantage and are thus more likely to have successful rolls then there opponent. However they should also avoid things such as "Attack of Opportunity" which will be explained further in the next section.

Attack of Opportunity

Sometimes a combatant in a melee lets her guard down or takes a reckless action. In this case, combatants near her can take advantage of her lapse in defense to attack her for free. These free attacks are called Attacks Of Opportunity. Combatants who cannot preform melee against the combatant who has invoked an attack of opportunity cannot make the free attack. Basically attacks of opportunity are melee only attacks that are a result of another combatants actions. A combatant who is holding a Ranged weapon but is less then 5 feet of the combatant who has provoked an attack of opportunity can preform an improvised weapon attack by using the butt of their gun.

In the "Actions" section above there is a table with a list of actions. That table also states if that action provokes an attack of opportunity. This is one way to know if an attack of opportunity will happen. Another that the table doesn't touch on is movement. How a player moves may provoke attacks of opportunity from other combatants. If a combatant moves out of or past another combatant melee attack range also knows as a Combatants Melee Threat Range they evoke an Attack of Opportunity from that combatant.


Example
If a combatant is fighting an opponent and then they decide to move behind cover and switch to a ranged weapon when they move out of the melee attack range of the opponent they where fighting that evokes an attack of opportunity. The opponent instantly gets a free simple melee attack. This attack is rolled and damage given before the combatant can safely get to cover. Following this same scenario as this combatant is running for cover they run past another enemy opponent. The combatant enters the Melee Threat Range and upon exiting it evokes another attack of opportunity now from the second opponent. Needless to say avoiding free attacks is an important thing in combat and keeping track of where you are in relation to the enemy can help avoid the opponents from sneaking in extra damage.

Avoiding attacks of Opportunity from movement is possible. There are two options. One is the "Tactical Retreat". This is considered a full round action and if following the above scenario out this would stop the first attack of opportunity from happening. It would allow the combatant to retreat from the person they are engaged in melee with. However this does not avoid attacks of opportunity from opponents that you pass through. The second is simply take a 5 foot step. However remember that 5ft steps cannot be done if you already have done a move action and they also are a way to declare the end of your turn. This would however avoid both attacks of opportunity as you do not evoke it with the first opponent and you never got far enough to pass through the second opponents threaten range.


Below is a detailed explaination of the 'Complete List of Actions ' table. (which happens to totally not be complete.. but whatever titles).

Free Actions

Lets first talk about Free actions in combat. A free action is anything that can be easily done in less then a second if necessary or be done while preforming other actions. So the table isn't a truly complete list. 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 preforming other actions.

Free actions can add up. You can only preform one free action a round without it taking up a standard action slot. If you preform multiple free actions you have to either choose the standard attack action or standard move action to sacrifice for that round. 4 or move free actions are considered to take a full round and both standard actions are taken.

Below is the actions mentioned in the table show previously explained in more detail.

Drop an object
This is simple. Simply let go of whatever the Player is having his character hold onto. Anything that is not connected in any other way except by a single directly accessible way of release. Wither that is simply releasing your hold on the item or its on an easily release clip. A player can preform this free action more then once in a turn without it being considered more then a single free action. However that only works if the character is able to let go of all the objects simultaneously.
This also implies even in low or zero gravity. As long as the character do not care the direction that the object is sent or the lack of motion from the object. For example you may be very concerned about a grenade as it would simply float around you. You would require to throw the object as you care about the direction. However if you simply wanted to leave the grenade there and flee the area then letting go of the grenade becomes a free action.
Drop to prone, sitting, or kneeling
A simple action similar to drop an object except you cannot preform this more then once a turn without it being considered multi free actions. Also with the exception of low/zero gravity. This action cannot be considered a free move while in low/zero gravity. It is considered a standard action.
Speak
This may seam like a simple action and indeed it is however there is a lot of stipulation around this. It can be done as a free action during your turn and over laps all other free and standard actions meaning it never counts as an additional free action. Speaking is truly a free action. It can even be done when preforming a full round action which normally removes the ability to do a free action. The one rule is your words are limited to only a few seconds worth of speech per turn. You can even reply out of your turn. Just your words should not add up to more then ~2 seconds per round. Thus your conversation during the combat must be quick and is likely to take multi turns to make convey any complex ideas. This is a roll-playing game and combat is suppose to be fast and intense. At least it should seam that way too your characters. Pausing for out of game player conversation is always a nice feature of a strategy game but also can be abused. GM's should make sure that the players are not being information from "beyond the 4th wall (oooooohaaaaah)" into there characters knowledge. In other words knowledge gained from player communication that is considered outside of the actual game play should never mix with ingame character knowledge and characters should not act on ideas players discussed without having there characters also discuss them.
If you have your characters rollplay a complex discussion in battle it will either have to be around roll dice for attacks and defense or the players active in conversation must take full round actions dedicated to the conversation. Like to people behind a barrier talking about how ridiculous the battle is and what to do about it. People may still shoot at them but they are not having to directly react unless they are actually hit which breaks the conversation.
Of course how much this rule is followed is dependent on how well the GM enforces it and how much fun the group would fine that enforcement to be. Just remember that roll-playing is fun because it is a game of the imagination and having to overcome these imagined barriers can be challenging and interesting.
One way to get around this to some degree is to declare that your statement is wrapped up in a gesture. A simple (Attack here, defend that) gesture can be done at the same time someone moves, talks, attacks with a single handed weapon. You can rollplay the hand singles or simply speak what you intend without it taking away from the amount of words you can say. However communication via hand gestures are limited to one gesture per round.
5-foot step
Much like Speaking this is not so simple. 5-foot step also has a lot of stipulation around it. 5-foot step can only be done once. The 5-foot step adds on top of any other free action except Speak. The 5-foot step is considered a turn ended move. It also cannot be done if any standard move action is done.
5-ft steps are a way to temporarily escape the reach of a melee attack. Or to move behind cover after an attack.

Move Actions

Move your speed
During combat all combatants are expected to be running or at least jogging from location to location. You can claim that your character causes not to run from the massive firy explosion from behind but instead walk away from it. In this case you take 1/2 of the speed of your normal movement. Most movement is 30 feet. So 15 is your walk speed in combat. Remember that is how much you can walk is roughly 2-3 seconds.
Moving out of an melee threat range provokes an attack of opportunity. You can choose to move twice and sacrifice your attack standard action. You still get a free action as this is not considered a full round. However this always you to move twice your normal distance.
Sprint/Full movement (Full round move action)
Although sprint is considered a Full Round Action we mention it here because it is indeed a movement. Sprint is the ability to increase your run speed but requires a full round to preform. Instead of going twice your move distance you can now go tree times. If a characters normal move distance is 30 and the player decides to have that character sprint it can move 90 feet or 18 squares.
This also can provoke attacks of opportunity just like moving can.
Climb, Crawl, Swim (Half Speed)
This is fairly simple. These are other move actions that require additional skill or simply hinder the speed at which you can move. If you wish to move at twice the speed of a normal climb/crawl/swim you must take a full round action. Attacks of opportunity still apply.
Draw/Holster a weapon
Again fairly simple. If a player doesn't declare that her character already has a weapon drawn then one of the first move actions in combat may be to do so. The player can still do another move action if they are willing to sacrifice there attack action. But drawing a weapon without any feats that modify this requires a standard move action. The same for holstering a weapon.
Drawing/Holstering a weapon provokes an attack of opportunity if the combatant is within an enemy melee threaten space.
Move a object
Moving any object requires strength. If a character has no strength they are unable to even move themselves. Strength can determine how much a character and left over there head,to there waste, and drag on the ground. It also tells how much weight a character can pack and carry during a journey/adventure and not become encumbered. The below tables explain both.
Moving any object starts out at 1/2 speed. If you wish to increase the speed you would have to take a full round action and it would only double it. Attacks of Opportunity apply the same way regular movement do except now Dexterity is removed from a players defense.
Open a door slowly
This is simply an example of other generic move actions that can be done. Most any action that will take move then a split second to preform is considered a move action while in combat. Remember that each turn is roughly 2 seconds of time.
Stand up from prone, sitting, or kneeling
Hitting the dirt or going prone is considered a free action as long as you are not in low or zero gravity. But the opposite is not. Getting up is a standard move action and can provoke and attack of opportunity if within a melee treated space.
Load a weapon
There are special feats that help with this but normally reloading a weapon is considered a move action and you will have your guard down so it also can provoke and attack of opportunity if again within a melee threaten space.

Attack Actions

This are the standard attack options.

Attack (melee weapon)
The Character preforms an attack with a melee weapon. The weapon would have to be drawn. And the character would have to hit a target that is within the melee threat range.
The Attack Roll is: d20 + Affinity Bonus + Strength Modifier
The Damage would be: Weapon Damage Dice Type (dX) + Strength Modifier
Attack (Combat Maneuver)
The Character preforms a Combat Maneuver. These are special types of Melee attacks that are more likely to cause a condition on another opponent then damage. There will be a section dedicated to Combat Maneuvers and there options. Some CMs also evolve movement such as the "Charge" attack. Those Combat Maneuvers require both the Attack and Move standard actions and thus if a Character does one of those CMs they can only preform a free action afterward.
The Attack Roll is the Character's CMO or: d20 + Affinity Bonus + Strength Modifier + Size Modifier
The Damage will be variable depending on the type of the Maneuver preform.
Attack (Range)
The Character preforms a ranged attack. Using a weapon such as a rail gun or particular laser. Or even a low tech weapon such as a bow and arrow/spear. The weapon should be drawn and ready. The Character will receive penalties for targeting opponents outside of the weapons predetermined range.
The Attack Roll is: d20 + Affinity Bonus + Dexterity Modifier
The Damage would be: Weapon Damage Dice Type (dX)


Range attacks can provoke Attacks of Opportunity is the combatant attacking with a ranged weapon is within a melee treated square of an enemy combatant and the shooter is not shooting the enemy combatant. In other words if there are two enemies in a room and the character decides to turn and fire at an opponent across the room while the other opponent is only 5-ft away from him that character provokes an attack of opportunity from the enemy he is standing next too.
Attack an Object
You can declare that you are attacking what appears to be an inanimate object. Such as a door or a wall. This attack can be a Melee/Combat Maneuver/Ranged. And attack of opportunity apply based on what type of attack you do. Items/Objects have Hardness ratings. Which are effectively there HP. In order to break the object a Character must bring the objects hardness below zero.

Full Round Actions

Combat Maneuvers
Some combat maneuvers are considered full round actions instead of simply an attack action. The list is: Charge, Overrun, Bull Rush.
Coup de grace
Pronounced "coo day grahs". The change to fully finish off an opponent. This is only possibly if the opponent is completely helpless and unable to move. Being knocked unconscious, having a strength of 0, or having a HP score of 0 or below. The character doing the Coup de Grace does not need to do an Attack roll they automatically hit and score a critical hit. If the defender survives the damage, (there HP doesn't go below the negative there Constitution Score) the opponent must make a Constitution save (DC 10 + damage dealt) or die.
A Coup de grace provokes attacks of opportunity.
Full Attack
If a combatant wants to take advantage of there "Extra Attacks" ability granted to characters at certain levels they must take a full round and will be unable to move, even 5-foot steps. The only other free action available to them is to Speak.
Sprint
Mentioned earlier in the "Movement" section this is considered a full round action is you move x3 your normal combat speed.
Withdraw
A tactical move that allows a character to carefully retreat from the melee threatened square of there opponent without provoking an attack of opportunity. However this does not make the person immune to all attacks of opportunity while moving. Only those from people that the character was already within there melee threatened space. If while in withdrawal the character moves through, into and then out of, the threatened space of another, they still can provoke attacks of opportunity from them.
Make a dying Character Stable
Characters can die once there health goes below negative their Constitution Score. So if their score is 16 then -16 or 16 points below 0 would me that character is dead. A field medic can do no more for the character. However if the Character is between 0 and 15 there is still hope. If a Character hits 0 they start to bleed out. Each turn they loose another point of health, not also counting other factors that could reduce health points as well. A character can attempt to stabilize a dying character. This requires a field medical kit and at least a single rank in the Treat Injury skill. If successful the character gains a single point of HP and any ill effects that may cause the person to instantly go back to 0 has been removed.
Total defense
Total defense is a representation of holding action and focusing on being aware of your surrounding and on your over all defense. The default stance of any no combatant NPC in a combat zone that may unwilling become a target getting in total defense increases a characters dexterity bonus by +4 associated with defense.


Varies Action Types

Reload a firearm
This task can very depending on the type of firearm and certain feats. The details for a weapon should inform the player what action is require for reloading it.
Use a skill
In combat some skill checks are useful or necessary. They require time to preform and the skill details will explain what action it requires. If it doesn't it takes a standard action.
Use a feat
The same as using a skill. Feats normally do not require any type of check. And normally they require either a free action or standard action.
Delay/Ready
To delay an action or ready an action allows a player to strategist his characters movements and attacks and coordinate with other players. A player can declare that his Character will delay an attack action or move action until another event has occurred. Such as another combatant's attack or death. An example may be that one Character readies and melee attack action with an improvised weapon, a hard cover book, next too the door awaiting for her assailant to open the door. When the assailant busts through the door the Character can automatically attack even if it still isn't her turn.
In order to Delay/Ready an action a Player must declare it to the GM and sacrifice that action in there current turn. They must be able to sacrifice that action and they do not get it back if it isn't used.
Player's can also choose to coordinate actions with other players. The Player has to announce that they will coordinate all actions with another friendly players. The turn order of players in combat now changes and the two players get the lowest Initiative between the players which was obtained in step 1. When it becomes there turn the players get too choose who goes before the other sense they are working as a team. Players cannot coordinate actions with other players that cannot interact with and/or communicate with.

Combat Cycle Ending (Step 5)

Round Counters: Here is where the GM can subtract from any round counters. Any effects/conditions that last longer then one round need to have a counter to keep track of how many rounds have happened. Its usually the GMs job to keep track of such things. If the player/s with the effect condition haven't gone yet then the counter shouldn't be moved down. For example if on the last turn a character poisons an enemy that poison has the effect of doing 1d4 CON damage per turn for 4 turns. But sense the person he poisoned hasn't even gone yet the counter is merely setup but not moved down on the first round. However if the player didn't go last but instead went first and before the end of the turn the enemy takes 1d4 CON damage and the end of the turn the GM should move the counter down.

Adding new Combatants: It is at this point that if new players or GM controlled characters want to join the combat they can. The player deiced if they want to join a group or be on there own. They also determine the advantages and disadvantages that they should have if any now that they are in the combat as well as any advantages or disadvantages they bring to combat.

Back to Step 3: Now its back to Step 3 and the combat continues. Unless of course all the enemies are defeated.

Left over Effects/Conditions: If all enemies are defeated then the combat ends. However people may still be poisoned or have any assortment of effects/conditions. Each round is considered 3 seconds. Characters with these negative effects should immediately deal with these conditions before normal game play starts back up. In the poison example the character still has 2 more rounds to go of poisoned. Now that character will have to take the damage for both rounds. And poison requires CON checks. So the player would also have to roll twice for that character. If a character wishes to heal themselves or has someone that can heal the poison or other lasting effect/condition the character can try do to do. But cannot take 10 or 20 and for each time a character tries and is unsuccessful is a turn for the effected character.

Space Combat