Chapter VII: Combat

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There are times when the best way to resolve a problem is simply by bashing an antagonist over and over with a hard metal object until your antagonist is either dead or dying. For that, you need to enter combat. In d20 Advanced, the rules for combat attempt to strike a balance between creating exciting and interesting battles with lots of options for players to use to perform different maneuvers while still keeping the rules simple and fast-paced and (most important of all) fun.

Contents

Combat Sequence

Combat in d20 Advanced is cyclical. Everybody acts in turn in a regular cycle called a round. Generally, combat runs like this:

  1. Each combatant starts the battle Flat-Footed. Once a combatant acts, he or she is no longer flat-footed.
  2. The GM determines which characters are aware of their opponents at the start of the battle. If some but not all combatants are aware of their opponents, a surprise round happens before regular rounds begin. The combatants aware of their 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 a standard or move action—not both—during the surprise round. Unaware combatants do not get to act in the surprise round. If no one or everyone starts the battle aware, there is no surprise round.
  3. Any remaining combatants roll initiative. All combatants are now ready to begin their first regular round.
  4. Combatants act in initiative order, taking their normal allotment of actions.
  5. When everyone has had a turn, the combatant with the highest initiative total acts again, and steps 4 and 5 repeat until the combat ends.

Combat Statistics

Actions

Action Descriptions

Attacks of Opportunity

Maneuvers

d20 Advanced: Part II
Chapter VII: Combat Combat Sequence | Combat Statistics | Actions | Action Descriptions | Damage | Tactical Movement and Options | Maneuvers
Chapter VIII: Environments Zones | Terrain Effects | Climate Effects | Conditions
Chapter IX: Dramatic Interactions Dramatic Interaction | Interaction Types | Reputation | Mental Strain | Taint | Examples of Taint
Part I: Characters | Part II: Action | Part III: Running the Game

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