After about 10 seconds of running you are all out of the crowd. You come to a deserted part of the market square with the cathedral to your left hand side. At about 50ft. down south from you guys. There is a black bear standing, covered in blood. Beneath him lies half a body the other half is scattered around the market place.
Ok People this is your first combat. I'll now explain a few simple rules of combat -More rules will come in play as time goes by- I first want you guys to get the basic so it's gonna look like you can't do much in combat for now more will come (TONS MORE)
First, Initiative This is fairly easy I make an initiative roll for all of you individualy a d20+your dex+any bonusses you might have (noone has any so far) This determines the order of turns for the rest of the combat.
The result for the following combat is this:
- Rusky: NATURAL 20, I hope you all remember the rule a natural 20 (rolling a 20 on a d20 is an auto succes in initiative it is an ALWAYS FIRST ticket)
- Sarwyn: 21
- Kan: 20
- Bear: 20
- Ander: 13
- Vash: 12
that's how the order will be for the remainder of this combat.
Actions
There are 4 kinds of actions (which all take a different amount of time) Always take into account you have 1 standard action and 1 move action in one round or you have 1 Full-round action. You can add a few free actions to the combo stan+move but you can only add 1 free action to a full-round action
Standard Actions:
- Attack
- Cast a spell
- Drink a potion
- Draw a hidden weapon
Move Actions:
- Move
- Draw a weapon*
- Load a hand or Light crossbow
- Ready or lose a shield*
Full-Round Actions:
- Charge
- Load a heavy or repeating crossbow
- Withdraw
Free Actions:
- Speak
- Drop an item
- Drop to the floor
*: If you have a base attack of +1 or higher (at the moment only Rusky and Sarwyn, you can perform one of these actions while you move)
Charge
Charge is a full-round action. It basicly means you storm at your opponent using your momentum for extra damage, but a charge is reckless. Basicly you get a +2 to your attack. and you get a -2 to AC till your next turn. you can ONLY charge when you have a straight clear line to your target. You must move atleast 10 ft and you can move upto twice your movement at maximum
Withdraw
This if a full-round action and it is almost the only save way to leave combat you can move up to twice your movement speed when withdrawing
Movement
you can only move a limited number of feet per turn. it depends on your speed and that is
Rusky: 20ft
Sarwyn: 30ft
Kan: 30ft
Bear: 40ft
Ander: 20ft
Vash: 30ft
Ander and Rusky you guys are moving slower because you are wearing heavier armour.
Voila this is all you need to know for now.
Feel free to post what you are doing, you don't have to wait for Rusky I'll just adapt the sequence and if something happens which cancels your action I'll let you know.