More actions
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=== Basic Actions === | === Basic Actions === | ||
* '''Move Action''' - Movement is measured with the RPR Movement Measurement tool. You may move a number of tiles equal to your character's Movement Speed [[Attributes|attribute]]. In order to Fly or Swim, you must use the relevant action in order to initiate the action (unless you are already doing one or the other) | * '''Move Action''' - Movement is measured with the RPR Movement Measurement tool. You may move a number of tiles equal to your character's Movement Speed [[Attributes|attribute]]. In order to Fly or Swim, you must use the relevant action in order to initiate the action (unless you are already doing one or the other) | ||
** '''Difficult Terrain''' - Movement costs are doubled for creatures that are trapped in difficult terrain. | |||
** '''Climbing -''' Movement costs are doubled, unless under the effect of a special ability or feature (such as Spider Climb) | |||
** '''Swimming -''' Movement costs are doubled, unless under the effect of a special ability or feature (such as Swift Swim) | |||
** '''Flying -''' Movement is normal, but you cannot exit combat range without using the Flee Action. | |||
* '''Standard Action''' - Under most circumstances, you may take one standard action per turn in addition to your action. These include actions such as attacking, casting a spell, grappling, dashing, or using most spell-like-abilities. | * '''Standard Action''' - Under most circumstances, you may take one standard action per turn in addition to your action. These include actions such as attacking, casting a spell, grappling, dashing, or using most spell-like-abilities. | ||
* '''Bonus Action''' - Under most circumstances, you may take one bonus action per turn. These are special actions such as an extra attack, certain spells or abilities, or other specified actions. | * '''Bonus Action''' - Under most circumstances, you may take one bonus action per turn. These are special actions such as an extra attack, certain spells or abilities, or other specified actions. | ||
* '''Reaction''' - During your enemy's turn, you make take a special Reaction after they attack or take a qualifying action action against you, such as with an [[Attack of Opportunity|attack of opportunity]]. Within the RPR system, it will appear as if you are using a Bonus Action, but using such a power outside of your turn will refresh your Bonus Actions normally when your turn starts. | * '''Reaction''' - During your enemy's turn, you make take a special Reaction after they attack or take a qualifying action action against you, such as with an [[Attack of Opportunity|attack of opportunity]]. Within the RPR system, it will appear as if you are using a Bonus Action, but using such a power outside of your turn will refresh your Bonus Actions normally when your turn starts. | ||
* '''Flee''' - TODO - GET EXACT INFO - Players must use the Flee Action to escape a PVP encounter. Once the Flee Action is used, the player must successfully avoid taking damage for 3 turns to escape. Once successful, all parties may exit combat. No consequences are inflicted on a successful flee. | * '''Flee''' '''Action'''- TODO - GET EXACT INFO - Players must use the Flee Action to escape a PVP encounter. Once the Flee Action is used, the player must successfully avoid taking damage for 3 turns to escape. Once successful, all parties may exit combat. No consequences are inflicted on a successful flee. | ||
* Attack Action | |||
** There are more than one attack actions, based on the weapon you are wielding | |||
*** Blunt attack, Piercing attack, Slashing attack. | |||
** | |||
* Extra Attack | |||
** Allows you to make a second attack. | |||
Rest - Mention PVP timer | |||
Latest revision as of 00:34, 20 September 2024
Define all actions here.
Move stuff from old PVP rules to here
PVP Setup Actions
See also: PVP Rules
- PVP Intent - Will begin the PVP Intent process.
- PVP Join - Your character will engage in the PVP normally.
- PVP Surrender - Your character will automatically lose the PVP and be subject to PVP consequences.
- PVP Observe - Only an option if your character is not actively involved in a given conflict. If you choose to observe, you will be allowed to observe the PVP but cannot join in it nor interact with it directly until it is concluded.
- Deny Observe - Any participant of a PVP Intent can deny a PVP Observe and force a Join or Surrender.
- Roll Initiative - This will be used to initiate combat and determine turn order.
Basic Actions
- Move Action - Movement is measured with the RPR Movement Measurement tool. You may move a number of tiles equal to your character's Movement Speed attribute. In order to Fly or Swim, you must use the relevant action in order to initiate the action (unless you are already doing one or the other)
- Difficult Terrain - Movement costs are doubled for creatures that are trapped in difficult terrain.
- Climbing - Movement costs are doubled, unless under the effect of a special ability or feature (such as Spider Climb)
- Swimming - Movement costs are doubled, unless under the effect of a special ability or feature (such as Swift Swim)
- Flying - Movement is normal, but you cannot exit combat range without using the Flee Action.
- Standard Action - Under most circumstances, you may take one standard action per turn in addition to your action. These include actions such as attacking, casting a spell, grappling, dashing, or using most spell-like-abilities.
- Bonus Action - Under most circumstances, you may take one bonus action per turn. These are special actions such as an extra attack, certain spells or abilities, or other specified actions.
- Reaction - During your enemy's turn, you make take a special Reaction after they attack or take a qualifying action action against you, such as with an attack of opportunity. Within the RPR system, it will appear as if you are using a Bonus Action, but using such a power outside of your turn will refresh your Bonus Actions normally when your turn starts.
- Flee Action- TODO - GET EXACT INFO - Players must use the Flee Action to escape a PVP encounter. Once the Flee Action is used, the player must successfully avoid taking damage for 3 turns to escape. Once successful, all parties may exit combat. No consequences are inflicted on a successful flee.
- Attack Action
- There are more than one attack actions, based on the weapon you are wielding
- Blunt attack, Piercing attack, Slashing attack.
- There are more than one attack actions, based on the weapon you are wielding
- Extra Attack
- Allows you to make a second attack.
Rest - Mention PVP timer