Actions
In Londolon, you can attempt to interact with the world in any way you can dream up. The first step is to declare clearly what you want to do.
The Core Action Mechanic
When you declare an action -- which includes a desired outcome and an approach anticipated to bring about that outcome -- the GM determines the result and describes its effects in the game world. First, the GM determines whether there is a chance that the action might succeed and a chance that the action might fail. If the GM determines the action can’t succeed, then the action is a failure, though the GM may warn the player of the impossibility of the action instead. If the GM determines the action can’t fail, then the action is a success. If the GM determines that the action can fail, but there is no risk or cost for failure such that the player can keep trying until they succeed, then the action is a success. Otherwise, the GM uses the Core Action Mechanic to determine the outcome. Under the Core Action Mechanic, based on the approach the player is using, the GM determines which Ability Score governs the action. The GM also determines an appropriate Difficulty Class (DC) for the player's attempt, which is known as a "check". The GM -- possibly with help from the player -- determines whether the character has a relevant skill or tool proficiency. The GM also determines any circumstantial modifiers. Modifiers can include a static bonus or penalty, or the roll can be made with Advantage or Disadvantage. Once the ability check and DC have been determined, the player rolls 1d20 and adds the relevant ability modifier, situational bonuses and penalties, and their proficiency bonus (if applicable). When the total equals or exceeds the chosen DC, the action succeeds. When it does not, the action fails. If the roll is made with Advantage, the player rolls 2d20 and uses the highest single die roll. If the roll is made with Disadvantage, the player rolls 2d20 and uses the lowest single die roll. If an action succeeds, then the player either accomplishes their desired outcome or makes progress toward that outcome. If the action fails, the player does not accomplish their desired outcome and may suffer costs or risks associated with the roll. Regardless of the success or failure of the action, the GM may also apply consequences based on the player’s approach. Most importantly, if the GM rules that the action is a Committed Action, time will advance following the roll. The GM describes the results and applies any necessary consequences, including those relevant to the passage of time, then play continues.Actions and Time
Actions do not happen in a vacuum -- they are limited by the passage of time. Depending on the actions chosen by the players, their actions can be Committed, meaning they take long enough to drive time forward, or Immediate, meaning they are fast enough to be negligible in driving time forward. The decisions of the players, carried out with Committed Actions structured by time passage, create an action economy that governs the narrative of the game. This economy is present in all game speeds, including Combat, which is discussed below. Non-combat game speeds include:- Downtime
- Adventuring
- Exploration
Actions in Combat
Actions taken in Combat are often different than actions that use the core mechanic. When you take your action on your Turn, you can take one of the actions presented here, an action you gained from your class or a special feature, or an action that you improvise. Many creatures have action options of their own in their stat blocks. Here are the standard Combat actions.- Make an Attack
- Cast a spell
- Dash
- Disengage
- Dodge
- Help
- Hide
- Ready an attack or spell
- Search
- Use an Object
- Pursue any other action that would reasonably take six seconds and conclude with one simple ability check
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