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Combat Rounds, Cycles, and Turns

Combat Round

A Combat Round represents five seconds of real time. Combat Rounds are used to measure short, frenetic bursts of activity that take seconds to complete. They can be useful for measuring very detailed activities that require a blow-by-blow resolution. Within the Combat Round there several terms it's important to differentiate between:

  • Initiative - The order of action within each Cycle of a Combat Round.

  • Cycle - The countdown through Initiative values from the highest Strike Rank to the lowest, such that each participant has a chance to take their Turn when their Strike Rank is reached. There can be several Cycles per Combat Round.

  • Turn - On a participant's turn they may perform a Combat Action, which is comprised of a declaration, any dice rolls required, any reactions, and the resolution of the Combat Action.



 
 

Cycle (Combat)

The countdown through Initiative values from the highest Strike Rank to the lowest, such that each participant has a chance to take their turn when their Strike Rank is reached. There may be several Cycles per Combat Round.  A cycle ends once every participant has taken their turn. If anyone still has Action Points remaining, then a new Cycle is begun for those characters with Action Points available.

  • Proactive actions (e.g. Attacking or Casting a spell) can only be attempted on the character's own Turn based on their Strike Rank in the Cycle.

  • Only one proactive action may be attempted per Cycle for each character.

  • If no proactive action is taken, the character is assumed to have used Dither by default.

  • Reactive actions are those taken by a character to counter or resist an act made against them. Only one reaction attempt is permitted for each threat (e.g. parrying an attack).  However, any number of reactions may be made per cycle provided the character has Action Points to spend.



 
 

Turn (Combat)

The point in the Cycle where a character's Strike Rank is reached and they may take a Proactive action. Proactive actions are those in which the character is the instigator, such as making an attack with a weapon. Only one proactive action may be attempted per Cycle (typically on that character's turn, unless they Delay).
 

Example Combat Round

  Alfred and Bruce are moving through a hallway when they are attacked by two goblins named Ozz and Plierk.
  • Alfred has 3 Action Points.
  • Bruce has 3 Action Points.
  • Ozz and Plierk each have 2 Action Points.
They roll Initiative and will act in the following order.
  1. Bruce
  2. Ozz and Plierk
  3. Alfred
CR-Cycle-Turn.png

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