THE COMBAT ROUND AND INITIATIVE
Normal, casual movement rates (MV)
- Movement rate (MV) for humans is 120'/turn.
- Movement rate (MV) for dwarves is 90'/turn.
- Movement rate (MV) for halflings is 60'/turn.
Running movement rate (3*MV)
- Movement rate (MV) for humans is 120'/round.
- Movement rate (MV) for dwarves is 90'/round.
- Movement rate (MV) for halflings is 60'/round.
Combat movement (CMV) rate is (1/3*MV)
- Humans and Elves is 40'/round.
- Dwarves is 30'/round.
- Halflings is 20'/round.
Combat is dictated in rounds. A character may, in one combat round;
- Run 3*CMV
- Move full CMV
- Move 1/2CMV and then take action (if not engaged in melee)
- Take action then move up to 1/2CMV (if not engaged in melee)
- If engaged in melee, take action then make a Fighting Withdrawal Maneuver up to 1/2CMV
- If engaged in melee, make a Retreat Maneuver at full CMV (invokes opportunity attack and may chase)
INITIATIVE
The game is played using group initiatives. The dice for both sides are thrown by the GM. Lower score acts first, known as "top of the round". Winner of initiative acts, then loser of initiative reacts to the acts in the "bottom of the round".
GM POSTS
When the GM posts in combat, it ends the previous round with a summary of the events and begins the new round. Then, unless a player receives a personal message or private note in post stating otherwise, the players are free to write their next post detailing the intended action of the character. The GM tries to post at minimum every other day in combat. You can expect it to move that fast in combat. Sometimes, real life gets in the way of that.
POSTING ORDER
There is no set order in posting. You will have ample amount of time to post your intended actions for the round or turn of events. I may re-arrange things slightly when I write my DM Post and summarize the Round. This will take into account individual character speeds and the actual flow of things in the storyline.
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