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:  

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.   Examples of non-standard actions could include attempting to disarm a trap, translate the final word of an ancient text, or convince your opponent to surrender.   Additionally, you can perform non-standard Maneuver actions during combat if you know them.   Special abilities granted by your classes, tradition, focus, or training regimens can allow you to take some actions as bonus actions, or as part of other actions. For example, rogues can take the Dash, Disengage, or Hide actions as a bonus action. Warriors can make extra attacks when they choose the attack action.  

Monster Actions

When a creature takes its Action, it can choose from the options in the Actions section of its stat block or use one of the actions available to all creatures, such as the Dash or Hide action.  

Melee and Ranged Attacks

The most common actions that a creature will take in combat are melee and ranged attacks. These can be spell attacks or weapon attacks, where the "weapon" might be a manufactured item or a natural weapon, such as a claw or tail spike.   Creature vs. Target. The target of a melee and ranged attack is usually either one creature or one target, the difference being that a "target" can be a creature or an object.   Hit. Any Damage dealt or other effects that occur as a result of an attack hitting a target are described after the "Hit" notation. You have the option of taking average damage or rolling the damage; for this reason, both the average damage and the die expression are presented.   Miss. If an attack has an effect that occurs on a miss, that information is presented after the "Miss:" notation.  

Multiattack

A creature that can make multiple attacks on its turn has the Multiattack action. A creature can't use Multiattack when making an opportunity attack, which must be a single melee attack.  

Ammunition

A creature carries enough ammunition to make its ranged attacks. You can assume that a creature has 2d4 pieces of ammunition for a thrown weapon attack, and 2d10 pieces of ammunition for a projectile weapon such as a bow or crossbow.  

Reactions

If a creature can do something special with its reaction, that information is contained here. If a creature has no special reaction, this section is absent.  

Limited Usage

Some special abilities have restrictions on the number of times they can be used.   X/Day. The notation "X/Day" means a special ability can be used X number of times and that a creature must finish a long rest to regain expended uses. For example, "1/Day" means a special ability can be used once and that the creature must finish a long rest to use it again.   Recharge X–Y. The notation "Recharge X–Y" means a creature can use a special ability once and that the ability then has a random chance of recharging during each subsequent round of combat. At the start of each of the creature's turns, roll a 1d6 . If the roll is one of the numbers in the recharge notation, the creature regains the use of the special ability. The ability also recharges when the monster finishes a short rest or long rest. For example, "Recharge 5–6" means a creature can use the special ability once. Then, at the start of the monster's turn, it regains the use of that ability if it rolls a 5 or 6 on a 1d6 .   Recharge after a Short or Long Rest. This notation means that a creature can use a special ability once and then must finish a short rest or long rest to use it again.

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