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=COMBAT I (BASICS)= | =COMBAT I (BASICS)= | ||
− | (N.B. Specific | + | (N.B. Specific rules which apply to the 4SRD project are marked with an asterisk.*)<br> |
HOW COMBAT WORKS | HOW COMBAT WORKS | ||
− | Combat is cyclical; everybody acts in turn in a regular cycle of rounds. Combat follows this sequence: | + | Combat is cyclical; everybody acts in turn in a regular cycle of rounds. Combat follows this sequence: |
− | 1. Each combatant starts out flat-footed. Once a combatant acts, he or she is no longer flat-footed. | + | 1. Each combatant starts out flat-footed. Once a combatant acts, he or she is no longer flat-footed. |
− | 2. Determine which characters are aware of their opponents at the start of the battle. If some but not all of the combatants are aware of their opponents, a surprise round happens before regular rounds of combat begin. The combatants who are aware of the opponents can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), combatants who started the battle aware of their opponents each take one action (either a standard action or a move action) during the surprise round. Combatants who were unaware do not get to act in the surprise round. If no one or everyone starts the battle aware, there is no surprise round. | + | 2. Determine which characters are aware of their opponents at the start of the battle. If some but not all of the combatants are aware of their opponents, a surprise round happens before regular rounds of combat begin. The combatants who are aware of the opponents can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), combatants who started the battle aware of their opponents each take one action (either a standard action or a move action) during the surprise round. Combatants who were unaware do not get to act in the surprise round. If no one or everyone starts the battle aware, there is no surprise round. |
− | 3. Combatants who have not yet rolled initiative do so. All combatants are now ready to begin their first regular round of combat. | + | 3. Combatants who have not yet rolled initiative do so. All combatants are now ready to begin their first regular round of combat. |
− | 4. Combatants act in initiative order (highest to lowest). | + | 4. Combatants act in initiative order (highest to lowest). |
5. When everyone has had a turn, the combatant with the highest initiative acts again, and steps 4 and 5 repeat until combat ends.<br> | 5. When everyone has had a turn, the combatant with the highest initiative acts again, and steps 4 and 5 repeat until combat ends.<br> | ||
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With a basic ranged attack with a ranged weapon or with a light thrown weapon, your attack bonus is:*<br> | With a basic ranged attack with a ranged weapon or with a light thrown weapon, your attack bonus is:*<br> | ||
½ level rounded down + Dexterity modifier + range penalty*<br> | ½ level rounded down + Dexterity modifier + range penalty*<br> | ||
− | Specific | + | Specific powers give details as to which Ability Bonus is to calculate the Attack Bonus.* |
<br> | <br> | ||
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==*OTHER DEFENSES== | ==*OTHER DEFENSES== | ||
− | Attackers can also target your Fortitude, Reflex or Will defenses instead of your Armour Class:* | + | *Attackers can also target your Fortitude, Reflex or Will defenses instead of your Armour Class: |
− | Your Fortitude defense is equal to the following: 10 + Strength or Constitution modifier* | + | *Your Fortitude defense is equal to the following: 10 + Strength or Constitution modifier |
− | Your Reflex defense is equal to the following: 10 + Dexterity or Intelligence modifier* | + | *Your Reflex defense is equal to the following: 10 + Dexterity or Intelligence modifier |
− | Your Will defense is equal to the following: 10 + Wisdom or Charisma modifier | + | *Your Will defense is equal to the following: 10 + Wisdom or Charisma modifier |
− | Other Modifiers: Many other factors modify your non-armour class defenses.* | + | *Other Modifiers: Many other factors modify your non-armour class defenses. |
− | Enhancement Bonuses: Enhancement on an item which occupies the Neck item slot makes your defenses better.* | + | *Enhancement Bonuses: Enhancement on an item which occupies the Neck item slot makes your defenses better. |
− | Feat Bonus: Certain feats improve your defenses.* | + | *Feat Bonus: Certain feats improve your defenses. |
− | Power Bonus: Certain feats, powers or items provide “power bonuses” to improve your defenses.* | + | *Power Bonus: Certain feats, powers or items provide “power bonuses” to improve your defenses. |
− | Item Bonus: Certain feats, powers or items provide “item bonuses” to improve your defenses. | + | *Item Bonus: Certain feats, powers or items provide “item bonuses” to improve your defenses. |
<br> | <br> | ||
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==HIT POINTS== | ==HIT POINTS== | ||
− | When your hit points are half your total, you are bloodied. When your hit points are at 0, you are unconscious. When your hits are below 0, you are dying. When your hit point total is as far below 0 as your bloodied value, or you fail three saving throws against death, you are dead. | + | *When your hit points are half your total, you are bloodied. When your hit points are at 0, you are unconscious. When your hits are below 0, you are dying. When your hit point total is as far below 0 as your bloodied value, or you fail three saving throws against death, you are dead.<br> |
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==SPEED== | ==SPEED== | ||
− | Your speed tells you how far you can move in a round and still do something, such as attack or cast a spell. Your speed depends mostly on your race and what | + | Your speed tells you how far you can move in a round and still do something, such as attack or cast a spell. Your speed depends mostly on your race and what armor you’re wearing. |
− | Dwarves, gnomes, and halflings have a speed of 25 feet (5 squares), or 20 feet (4 squares) when wearing heavy | + | *Dwarves, gnomes, and halflings have a speed of 25 feet (5 squares), or 20 feet (4 squares) when wearing heavy armor (except for dwarves, who move 25 feet in any armor). |
− | Elves have a speed of 35 feet (7 squares), or 30 feet (6 squares) in heavy | + | *Elves have a speed of 35 feet (7 squares), or 30 feet (6 squares) in heavy armor. |
− | All other races have a speed of 30 feet (6 squares), or 25 feet (5 squares) in heavy | + | *All other races have a speed of 30 feet (6 squares), or 25 feet (5 squares) in heavy armor. |
− | If you use two move actions in a round (sometimes called a “double move” action), you can move up to double your speed. | + | If you use two move actions in a round (sometimes called a “double move” action), you can move up to double your speed. |
− | If you run all out, you can move your speed plus 10 additional feet (2 squares). Running incurs combat advantage against you, and you take a -5 penalty to attack until the start of your next turn. | + | *If you run all out, you can move your speed plus 10 additional feet (2 squares). Running incurs combat advantage against you, and you take a -5 penalty to attack until the start of your next turn. |
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