ROUNDS
When combat starts, game time is broken down into rounds of 20 seconds.
Round sequence:
0. Initiative goes to the side with the highest roll on 1d6. The highest roller determines which side goes first and all attacks throughout the sequence go in this order. Ties are broken as follows: spells go before missiles, missiles go before melee, longer weapons go first when entering melee, lighter weapons go first in an ongoing melee.
1. Winning side moves and chooses targets.
2. Winning side fires readied missile weapons or very light missile weapons; losing side(s) move and choose targets.
3. Winning side casts any 1st-level spells, makes charge attacks, or first melee attacks with a distinct advantage (twice the length or half the weight of the opponent’s weapon, for example); losing side(s) fire readied missile weapons
4. Winning side makes attacks of opportunity (attacks made on a different target instead of the initially chosen target), first missile attacks with very light or light missile weapons if not previously readied; losing side(s) cast any 1st-level spells, make charge attacks, or first melee attacks with a distinct advantage.
5. Winning side casts any 2nd-level spells, makes first missile attacks with heavy missile weapons if not previously readied, second missile attacks with very light missile weapons; losing side(s) make attacks of opportunity, first missile attacks with very light or light missile weapons if not previously readied.
6. Winning side makes second attacks with very light melee weapons (if fights as F2+), makes second attacks with light missile weapons; losing side(s) cast any 2nd-level spells, makes first missile attacks with heavy missile weapons if not previously readied, second missile attacks with very light missile weapons.
7. Winning side makes second attacks with light melee weapons (if fights as F3+), makes first attacks with unreadied very heavy missile weapons (crossbows); losing side(s) makes second attacks with very light melee weapons, makes second attacks with light missile weapons.
8. Winning side fires any third arrows (bows only, not crossbows; if fights as F3+); losing side(s) makes second attacks with light melee weapons, makes first attacks with unreadied very heavy missile weapons.
9. Losing side(s) fire any third arrows.
Greyhawkery Comics: Tasha's Cauldron #5
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