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TAR: Teh Action Roleplaying
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== Combat == '''Determining Order of Turns:''' First determine who was aware of who first. You can decide this yourself by figuring out whether the players heard or saw the monsters before they saw the players. In the case of PVP combat roll a d20. Whoever had the higher roll decides who goes first. Re-roll ties. After you have found who was aware of who first, the players can decide what order to go in. '''Turn:''' A turn consists of one action and one free action. This action can be anything listed below. '''Free Action:''' A free action is an action that requires nearly no time at all to use. You can use a free action once per turn. '''Movement:''' A move counts as one action. All characters move at a base land speed of 6 meters. A square on a grid is considered to be 1 meter. Moving diagonally counts as 1.5 meters. Some creatures, classes, or races may receive bonuses, allowing them to move faster than others. '''Attacking(melee):''' An attack counts as one action. The first step in attacking is finding your DEX and STR. The next step is attacking. Roll a d20 and add your DEX. If it is higher than the object or creature's Dodge Class that you are attacking, roll for damage. To roll for damage, roll the weapon's damage dice and add your STR and Attack Bonus and any other bonuses. After that subtract the creatures armor from your damage roll. You can then subtract the resulting number from the object or creature's HP. Each attack requires you to -1 SP. '''Attacking(long range):''' An attack counts as one action. The first step in attacking is finding your DEX. The next step is finding if the target is within range. Count squares from you to the target. The GM will decide if you can hit it. If you can, roll a d20 and add your DEX. If it is higher than the object or creature's Dodge Class that you are attacking, roll for damage. To roll for damage, roll the weapon's damage dice and add your DEX and Attack Bonus and any other bonuses. After that subtract the creatures armor from your damage roll. You can then subtract the resulting number from the object or creature's HP. Each attack requires you to -1 SP. note to the GM: Use your mind when determining if a long range weapon can hit a target. make a line from the character to the target...if the line passes through an object you KNOW an arrow can't pierce don't let the attacker go through with it. note: magic does not subtract armor from it's damage, instead magic involves a resistance roll to see if the attack is resisted or effective. note: if your attack roll is 1, you automatically fail. if your attack roll is 20 you threaten a critical hit. To see if your make a critical hit, make an additional attack roll. If it hits, you may roll damage two times and add it together. '''Resistance:''' Resisting an action that happens when magic is cast. Refer to the magic to see if it is resistable. To roll for resitance roll a d20 and add your INT and Magic level. The enemy makes the same roll. Whoever is higher wins, if the caster wins the taarget takes damage, if the target wins the spell is resisted. '''Using an Ability:''' Using an ability varies in it's length depending on what is being used. Typically using an ability will require only one action unless stated otherwise. If the ability requires you to "cast" refer to instructions on casting. '''Casting:''' Casting a spell counts as one action. You are casting if an ability you are using has an amount of time it requires you to wait before it is cast. If you are attacked 10 times while casting, your ability fails to cast and you are no longer casting. You can stop casting anytime, but your then ability fails to cast. failing to cast: If you fail to cast you lose the stamina it takes to cast the spell and the spell does not cast.( or should you suffer no penalty? INPUT) '''Using an Item:''' Using an item counts as one action. '''Waiting:''' Waiting counts as one action. You do nothing in this turn. You regenerate either END+10 stamina or INT+10 stamina, whichever is higher. '''Changing Weapons/Equipment:''' Changing weapons or equipment is considered one action '''Range of Detection:''' All characters have a range of detection around them. If a creature is focused on a certain target the target will need to be outside of the range of detection before they can stealth or something similar. The GM will decide if the creature is focused on any one target. The typical range of detection is 8 meters.
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