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dungeons_dragons [2021/05/05 01:43]
admin
dungeons_dragons [2021/05/05 14:12]
admin [Minor Actions]
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 ====== Dungeons and Dragons ====== ====== Dungeons and Dragons ======
-====== What can you do on your turn? ======+===== What can you do on your turn? =====
 Optimised/​selected for **Fight Club**. Optimised/​selected for **Fight Club**.
-===== Standard Actions ​=====+ 
 +  * Your Actions: You get the following three actions on your turn: 
 +    * Standard action 
 +    * Move action 
 +    * Minor action 
 +  * Free Actions: You can take any number of free actions on your turn. 
 +  * Any Order: You can take your actions in any order you wish, and you can skip any of them. 
 +  * Substitute Actions: You can take a move action or a minor action instead of a standard action, and you can take a minor action instead of a move action. 
 +  * Extra Action: You can take an extra action by spending an action point once per encounter (see below, or page 286). 
 +  * Other Combatants Actions: Other combatants can take free actions on your turn, and you might take actions that trigger immediate actions or opportunity actions from other combatants 
 + 
 +==== Standard Actions ====
 ^Action^Description^ ^Action^Description^
 |Basic attack|Make a basic attack| |Basic attack|Make a basic attack|
 +|Use a power|The powers you know are among your most important tools in the game. Because of your at-will powers, you can potentially use a power every round. ​ Action: Most powers require a standard action, but some require a move action, a minor action, a free  action, or no action.|
 |Bull rush|You try to push an enemy away. This tactic is useful for forcing an enemy out of a defensive position or into a dangerous one, such as in a pool of lava or over a cliff. ​ Strength Attack: Make a Strength attack vs. Fortitude defense. Do not add any modifiers for the weapon you use. Hit: Push the target 1 square, and shift into the vacated space.| |Bull rush|You try to push an enemy away. This tactic is useful for forcing an enemy out of a defensive position or into a dangerous one, such as in a pool of lava or over a cliff. ​ Strength Attack: Make a Strength attack vs. Fortitude defense. Do not add any modifiers for the weapon you use. Hit: Push the target 1 square, and shift into the vacated space.|
 |Charge|Move and Attack: Move your speed as part of the charge and make a melee basic attack or a bull rush at the end of your move. +1 Bonus to the Attack Roll: You gain a +1 bonus to the attack roll of your basic attack or bull rush.  Movement Requirements:​ You must move at least 2 squares from your starting position, and you must move directly to the nearest square from which you can attack the enemy. You can't charge if the nearest square is occupied. Moving over difficult terrain costs extra squares of movement as normal| |Charge|Move and Attack: Move your speed as part of the charge and make a melee basic attack or a bull rush at the end of your move. +1 Bonus to the Attack Roll: You gain a +1 bonus to the attack roll of your basic attack or bull rush.  Movement Requirements:​ You must move at least 2 squares from your starting position, and you must move directly to the nearest square from which you can attack the enemy. You can't charge if the nearest square is occupied. Moving over difficult terrain costs extra squares of movement as normal|
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 ==== Move actions ==== ==== Move actions ====
 ^Action^Description^ ^Action^Description^
 +|Walk|Move up to your speed|
 +|Shift|Move 1 square without provoking opportunity attacks|
 |Crawl|While prone, move up to half your speed| |Crawl|While prone, move up to half your speed|
 |Escape|You attempt to escape from an enemy who has grabbed you.  Acrobatics or Athletics: Make an Acrobatics check vs. Reflex or an Athletics check vs. Fortitude against the creature or effect that immobilized you. Success: You end the grab and can shift as part of this move action. Failure: You’re still grabbed| |Escape|You attempt to escape from an enemy who has grabbed you.  Acrobatics or Athletics: Make an Acrobatics check vs. Reflex or an Athletics check vs. Fortitude against the creature or effect that immobilized you. Success: You end the grab and can shift as part of this move action. Failure: You’re still grabbed|
 |Run|You can use an all-out sprint when you really need to cover ground fast. However, this is a dangerous tactic—you have to lower your guard to make your best speed, and you can’t attack very well. Speed + 2: Move up to your speed + 2. –5 Penalty to Attack Rolls: You have a –5 penalty to attack rolls until the start of your next turn. Grant Combat Advantage: As soon as you begin running, you grant combat advantage to all enemies until the start of your next turn| |Run|You can use an all-out sprint when you really need to cover ground fast. However, this is a dangerous tactic—you have to lower your guard to make your best speed, and you can’t attack very well. Speed + 2: Move up to your speed + 2. –5 Penalty to Attack Rolls: You have a –5 penalty to attack rolls until the start of your next turn. Grant Combat Advantage: As soon as you begin running, you grant combat advantage to all enemies until the start of your next turn|
 |Stand up|Stand up from prone| |Stand up|Stand up from prone|
-|Shift|Move 1 square without provoking opportunity attacks| 
 |Squeeze|Reduce your space by 1, move up to half your speed, and grant combat advantage| |Squeeze|Reduce your space by 1, move up to half your speed, and grant combat advantage|
-|Walk|Move up to your speed| 
 |Acrobatics|Various. ​ Balance tasks (sliding on ice, walking on a narrow ledge) and stunts (swinging from chandeliers,​ somersault over an opponent). See page 180 of the Players Handbook for more.  If trained: reduce falling damage. ​ | |Acrobatics|Various. ​ Balance tasks (sliding on ice, walking on a narrow ledge) and stunts (swinging from chandeliers,​ somersault over an opponent). See page 180 of the Players Handbook for more.  If trained: reduce falling damage. ​ |
 |Athletics|Various. ​ Climb, long jump, swim.  May have some crossover with acrobatics. ​ See page 182 of Players Handbook| |Athletics|Various. ​ Climb, long jump, swim.  May have some crossover with acrobatics. ​ See page 182 of Players Handbook|
 +|Double move|On your turn, you can move twice if you take a move action instead of a standard action. If you take the same move action twice in a row—two walks, two runs, two shifts, two crawls—you’re taking a double move.|
 ==== Minor Actions ==== ==== Minor Actions ====
 ^Action ^Description^ ^Action ^Description^
-|Draw or sheathe a weapon|You can draw or sheathe a weapon+|Draw or sheathe a weapon|You can draw or sheathe a weapon|
 |Drink a potion|Consume a potion| |Drink a potion|Consume a potion|
 |Drop prone|Drop down so that you are lying on the ground | |Drop prone|Drop down so that you are lying on the ground |
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 |Drop held items|Drop any items you currently hold | |Drop held items|Drop any items you currently hold |
 |End a grab|Let go of an enemy| |End a grab|Let go of an enemy|
-|Spend an action point|Spend an action point to take an extra action (once per encounter, not in a surprise round) ​+|Spend an action point|Spend an action point to take an extra action (once per encounter, not in a surprise round). You gain an extra action this turn. You decide if the action is a standard action, a move action, or a minor action |
 |Talk|Speak a few sentences| |Talk|Speak a few sentences|
 ==== No action ==== ==== No action ====
 ^Action^Description^ ^Action^Description^
-|Delay Put off your turn until later in the initiative order|+|Delay|Put off your turn until later in the initiative order|
  
  
  
dungeons_dragons.txt · Last modified: 2021/05/10 17:59 by admin