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− | An action point, abbreviated as “AP,” describes a non-specific length of time within a [[Swimming Combat|combat round]] (12 seconds in length). The time is non-specific because different creatures moving at different rates of speed are nevertheless measured in the number of actions they can accomplish in the same period of time.
| + | '''Action Points''' (AP) describes the time necessary to perform an action each [[Combat Round|round]], usually applied during [[Combat|combat]]. Though rounds are nominally 12 seconds in length, the time for an action point to be expended depends upon both the relative speed of the actor and the difficulty of the action to be accomplished. Action points manage this time-keeping disparity with an eye to playability by assigning an AP cost to each action. Players and NPCs must decide what to do with the points they have, introducing a strong tactical element to combat. |
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− | Action points, therefore, obliviate the need to keep time within the game. Creature actions are each assigned a “cost” in AP. In game terms, this requires the character or creature to make decisions regarding the best way to spend their total points — whether in attacking, moving or the performance of other tasks. | + | Action points not spent in the course of each round cannot be saved up and used later. Some actions require multiple rounds to perform, such as spellcasting, loading [[Weapons List|weapons]] or searching. These examples presume the actor's efforts are being spent in a single continuous procedure that happens to occur over several rounds due to its nature. |
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− | Action points that are not spent in the course of a [[Combat|combat]] round cannot be saved up and used later. Some actions do require more than one round to perform, such as [[Spellcasting|casting a spell]], loading a [[Crossbow (weapon)|crossbow]] or searching for something. Such cases are clearly outlined in the notes below and follow conditions specific to their goals, being different in nature.
| + | [[Humanoid |Humanoids]], from as small as [[Kobald|kobalds]] to as large as [[Giant|giants]], are naturally possessed of '''5 action points'''. There are exceptions, such as the [[Monk (class)|monk]]. This movement is adjusted by [[Encumbrance|encumbrance]], which measures the total weight in gear and other carried objects. The amount of weight a character carries is variable; but it is possible to add so much weight to the character that AP is reduced to zero. At this point, the character must drop something in order to move.<br><br> |
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− | ==Movement== | + | == Movement == |
| + | {| class="wikitable" style="float:right; margin-left: 15px; text-align: center; background-color:#d4f2f2;" |
| + | |- |
| + | ! Stride !! Hexes/AP |
| + | |- |
| + | | Wary || 1 |
| + | |- |
| + | | Normal || 2.5 |
| + | |- |
| + | | Running || 3.5 |
| + | |- |
| + | | Sprinting || 5 |
| + | |} |
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− | Strictly speaking, all actions are a form of movement; however, in game terms, the word “movement” refers specifically to the travel of persons from one [[Combat Hex|combat hex]] to another, almost always relevant only during combat. A [[Normal Pace|normal pace]] describes standard movement, in which 1 AP equals 1 hex of distance. [[Running (movement)|Running]] describes movement at ½ AP per hex. [[Sprinting (movement)|Sprinting]] describes ⅓ AP per hex.
| + | '''[[Movement (stride)|Movement]]''' describes the AP cost to cross the distance from [[Combat Hex|hex to hex]], each being 5 feet in diameter. There are four manners of movement, or "strides." These strides are '''wary''', '''normal''', '''running''' and '''sprinting'''; the AP cost for each is shown on the right-hand table. In all cases, fractions are ignored, so that a character moving with a normal stride and expending 1 AP would travel 2 hexes; if they expended 2 AP, they would travel 5 hexes. |
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− | Some creatures also receive movement rates where AP costs are less than 1 per hex. The horse has a number of different [[Horse Gaits|gaits]] with differing AP costs per hex. The [[Cheetah|cheetah]], for example, is able to move 40 hexes at a cost of two AP, when putting on a burst of speed. Various other creatures are also able to employ similar reductions in AP cost per hex.
| + | Both large and fast creatures, with longer strides or due to their biology, have AP costs per hex that allow them to move faster than ordinary humanoids. Horses have various [[Horse Gaits|gaits]] at which they can walk or run, while [[Gazelle|gazelles]] and [[Cheetah|cheetahs]] can manage 20 hexes or more per AP. A hill giant walking with a normal stride would travel 3.5 hexes per AP. |
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− | Fast and large creatures throughout the [[Bestiary|bestiary]] usually begin with more action points than player characters.
| + | == Point Costs == |
| + | {| class="wikitable" style="float:left; margin-right: 15px; text-align: center; background-color:#d4f2f2;" |
| + | |- |
| + | ! Actions !! AP Cost |
| + | |- |
| + | | [[Action Points#Activate object|activate object]] || 1 |
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| + | | [[Action Points#Adjust a free object for use|adjust a free object for use]] || 1 |
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| + | | [[Action Points#Adjust lantern shutter|adjust lantern shutter]] || 1 |
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| + | | [[Action Points#Adjust lantern turn-key|adjust lantern turn-key]] || 1 |
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| + | | [[Action Points#Apply a healing salve|apply a healing salve]] || 3 |
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| + | | [[Action Points#Armour the body|armour the body, per AC]] || 25 |
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| + | | [[Action Points#Attack with weapon|attack with weapon]] || 2 |
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| + | | [[Action Points#Change form|change form]] || 1 round |
| + | |- |
| + | | [[Action Points#Climbing|climbing, per vertical ft.]] || 1 |
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| + | | [[Action Points#Close a back pack|close a back pack/saddle bag]] || 2 |
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| + | | [[Action Points#Discharge a casted spell|discharge a casted spell]] || 1 |
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| + | | [[Action Points#Dismount animal|dismount animal]] || 2 |
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| + | | [[Action Points#Dispel active spell|dispel active spell]] || 1 |
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| + | | [[Action Points#Dose drink/food with poison|dose drink/food with poison]] || 1 |
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| + | | [[Action Points#Dose weapon with poison|dose weapon with poison]] || 5 |
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− | ===Humanoid Movement & Encumbrance=== | + | ====== Activate object ====== |
| + | 1 AP. Includes any object, many of which will be magical in nature, that must somehow be turned on, commanded to act or otherwise activated. Includes uncorking a previously uncorked bottle or drawing out a wand, staff, rod, ring or like item. The action is generally enough to employ the object for its purpose; however, in cases such as the uncorked bottle, the action would not include aiming and [[Action Points#Throw an object|throwing the object]], which would be another action. |
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− | The majority of humanoids, and therefore player characters, begin with 5 action points. Some, such as [[Monk (class)|monks]], because they are unusually fast, start with 6 AP. Some humanoids, such as kobalds that are very small, have only 4 AP. All player characters with the exception of monks, regardless of race, are considered to have 5 AP.
| + | ====== Adjust a free object for use ====== |
| + | 1 AP. Describes any situation in which the object has to be manipulated, such as being opened in order to be read, such as a book or a compass; looked through, such as an eyeglass or [[Telescope Making I (sage ability)|telescope]]; turned over; picked up from its location; taken out of a small pocket; or any other like situation in which movement of the object is the intention or requirement. |
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− | This total is adjusted by [[Encumbrance|encumbrance]], which is the measure of total gear and other weight carried along with the player. The amount of weight carried is optional; but it is possible that so much weight is added to the character that AP are reduced to zero. At that point, the player must drop something in order to move.
| + | ====== Adjust lantern shutter ====== |
| + | 1 AP. Describes the act of adjusting a [[Illumination#Lanterns|bullseye lantern]] so that the arc of light shining can be widened or narrowed, or closed completely. |
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− | ==Point Costs== | + | ====== Adjust lantern turn-key ====== |
| + | 1 AP. Describes the adjustment of a lantern valve that controls the amount of air to the glass bubble, determining the amount of illumination that the lantern will offer. |
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− | The table below gives the cost in AP for choices the players and enemies may take. Obviously, the table is not all inclusive. It should be used as a guideline, with additional examples added when they present themselves.
| + | ====== Apply a healing salve ====== |
| + | 3 AP. Gives the time required to feed a [[Healing Salve (remedy)|healing salve]] to a willing, conscious patient, or pour the salve into an open wound so that it is drawn into the body, so that its substance will be drawn into the body. If there is no wound, or the patient is unconscious, the time needed to introduce part of the salve into the mouth and rub the rest into the skin of the patient's throat or upper chest will be '''6 AP''', which can be accomplished in succeeding rounds. |
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− | [[File:Action_Point_Costs.jpg|center|900px]] | + | ====== Armour the body ====== |
| + | 25 AP. Regardless of the [[Armour List|type of armour]] being applied, the cost indicates the amount of action necessary to improve the wearer's [[Armour Class|armour class]] by 1 point. This presumes that part of the armour can be applied (such as [[Padded Armour|hauberk and chausses]], greaves, tassets, breast plates, chain shirts, gorgets and so on) even if the whole ensemble is not worn. A character may spend 75 AP dressing in partial [[Chain Mail (armour)|chain mail armour]], sufficient to improve the character's AC by 3 pts., then forgo the remainder in order to join a fight. |
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− | Any action that requires 5 AP or less can be performed in a single combat round even though it requires more than a character’s total AP. This counts as the “full movement” of the character and costs all their AP.
| + | [[File:Dressing_in_Armour.jpg|thumb|right|280px]] |
| + | A full suit of [[Leather Armour|Leather armour]] would require 50 AP to make completely ready, [[Studded Leather (armour)|studded leather]] or [[Ring Mail (armour)|ring mail]] would need 75 AP, [[Scale Mail (armour)|scale mail]] would need 100 AP and so on. |
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− | For example, Albert the cleric has 3 AP; using his full movement rate, he is still able to awaken himself, mount an animal, cast a spell or apply poison to a [[Weapons List|weapon]] in a single combat round. He would, however, still need 7 full AP to load a light crossbow, spread over three rounds.
| + | Aid can be received from up to 2 [[Hirelings|attendants]]. One attendant helping will reduce the time needed per point of armour class to a cost of 15 AP, while two attendants will reduce the cost to 10 AP per point. |
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− | ===Table Notes=== | + | ====== Attack with weapon ====== |
| + | 2 AP. The cost of [[Roll to Hit|rolling to hit]], whether in [[Melee|melee]] and if [[Weapons List#Missile Ranges|firing/hurling a weapon]]. Combatants using [[Attacks with Two Weapons|two weapons]] must pay this cost once for each weapon each round. If the character does not have sufficient AP to do this, they must forgo two attacks. In the case of '''[[Multiple Attacks|multiple attacks]]''', which arise from the combatant having achieved the ability to attack twice in a given round, the cost per attack is only 1 AP. |
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− | Many of these actions have exceptions and considerations that must be considered when managed as a DM. The subjects are listed alphabetically<br/><br/>
| + | ====== Change form ====== |
| + | 1 round. Includes polymorph and shape-change, by spell or natural ability. Cost in AP equals one complete round, from beginning of change to full assumption of new shape. |
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− | <u>'''Activate Object:'''</u> includes any object, many of which will be magical in nature, that must somehow be turned on, commanded to act or otherwise activated. Includes uncorking a previously uncorked bottle or employing a wand, staff, rod, ring or similar item. The action will only turn the object “on.” The time listed does not include the time necessary for the object to start up, reshape itself, gather power or otherwise reach its peak of performance.<br/><br/>
| + | ====== Climbing ====== |
| + | 1 AP. Refers to climbing upwards one vertical foot. Cost assumes the character has no special [[Climbing (sage ability)|climbing ability]], such as might be possessed by an [[Assassin (class)|assassin]] or [[Thief (class)|thief]]. Characters with the sage abilities [[Mountain Climbing (sage ability)|mountain climbing]] or [[Tree Climbing (sage ability)|tree climbing]] are able to climb at 2 ft. (natural rock) or 3 ft. (tree) per action point. Movement downwards is double the speed needed to climb up. |
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− | <u>'''Adjust Free Object for Use:'''</u> includes any object that, once grabbed or picked up, still needs to be turned or righted before it can be used, such as a [[Shield (armor)|shield]], eyeglass, compass, [[Illumination|lantern]] and so on. Does not include crossbows.<br/><br/>
| + | ====== Close a back pack ====== |
| + | 2 AP. Describes the time needed to close a buckle or draw string, to ensure that items within are secured and won't fall out. Includes closing a saddle bag, locking a box, barring a door and tying closed a scroll case or a belt pouch. |
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− | <u>'''Apply a Healing Salve:'''</u> the time given presumes that a [[Healing Salve (remedy)|healing salve]] is poured into a wound, so that its substance will be drawn into the body. If no wound exists, the time needed to enable the subject to swallow the healing salve is twice normal eating time (see below), or 4 AP. If the subject is unconscious, it requires two full combat rounds to introduce a healing salve.<br/><br/>
| + | ====== Discharge a casted spell ====== |
| + | 1 AP. Once the casting time has been completed for a spell, 1 AP must be spent to actually release the spell so that its effects can be take place. If a cast spell is not discharged, the caster must continue to concentrate until the spell is discharged, or else the spell will be lost. |
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− | <u>'''Apply Poison to Weapon:'''</u> before [[Poison (substance)|poison]] or any other substance can be [[Using Poisoned Weapons|applied to a blade for use]], both the weapon and the substance must already be in hand. Includes applying substances to other items, such as oiling a rope, spreading glue, applying [[Gripcolle (magic)|gripcolle]] or taking like action over a similar-sized surface.<br/><br/>
| + | ====== Dismount animal ====== |
| + | 2 AP. Describes a safe dismount from any animal, including [[Horseback Riding (sage study)|horses]], donkeys, mules, [[Camelback Riding (sage study)|camels]], [[Mahout (sage study)|elephants]], [[Flying Mounts (sage study)|flying mounts]] and so on. Assumes the reins are held and the rider steps down carefully. '''Hopping clear''' of an animal can be done at a cost of 1 AP, but the rider must make a [[Ability Checks|dexterity check]] or risk taking [[Damage (hit points)|damage]]. |
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− | [[File:Dressing_in_Armour.jpg|thumb|right|356px]] | + | Action points must be taken to [[Action Points#Kneel a camel|kneel camels]] and [[Action Points#Kneel an elephant|elephants]] in addition to the time needed to dismount. |
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− | <u>'''Armour the Body:'''</u> gives the time frame needed for suiting up in [[Padded Armor|hauberk & chausses]], [[https://en.wikipedia.org/wiki/Gorget#As_part_of_armour gorgets]], breast plates, chain shirts, [[https://en.wikipedia.org/wiki/Tassets tassets]] and so on.
| + | ====== Dispel active spell ====== |
| + | 1 AP. Describes only those spells that the caster is personally responsible for, the effects of which are ongoing. The caster merely waves the spell out of existence at the cost of 1 AP. |
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− | Regardless of the [[Armor List|type of armour]], each 25 AP spent increases the subject’s armour class by one armour class (lowers AC by 1). [[Leather Armor|Leather armour]] would therefore require 50 AP to completely ready, [[Studded Leather (armor)|studded leather]] or [[Ring Mail (armor)|ring mail]] 75 AP, [[Scale Mail (armor)|scale mail]] 100 AP and so on.
| + | ====== Dose drink/food with poison ====== |
| + | 1 AP. Presumes the poison are at hand and can be scattered quickly into either food or drink in a fashion that mixing is unnecessary or may be done surreptitiously. |
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− | Aid can be received from one or two [[Hirelings|attendants]]. One attendant will reduce the time needed to 15 AP per point of AC while using two attendants will reduce the time needed to 10 AP per point of AC<br/><br/>
| + | ====== Dose weapon with poison ====== |
− | | + | 5 AP. Describes the time needed to apply the poison carefully along a blade for safe use; presumes that both the weapon and substance are at hand. Includes the AP cost to apply other like substances, such as oiling a rope, spreading glue and applying [[Gripcolle (substance)|gripcolle]] and [[Quicksilver (substance)|quicksilver]]. |
− | <u>'''Attack with Weapon:'''</u> the time expended within a given round, in which the character is actively trying [[Roll to Hit|to hit]] an enemy.
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− | If a combatant [[Attacks with Two Weapons|employs two weapons]] in their attack, each attack will cost 2 AP. Therefore, the character must have 4 AP available in order to attack with two weapons in a given round. If a character gains two attacks in a specific round due to level or other means, then each of those attacks will cost only 1 AP.
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− | This cost also includes weapons that are hurled, which must be drawn at additional AP cost and be in hand before they are thrown. The same rule applies to weapons that are fired, which also have a cost of 2 AP. See [[Attacking in Combat|attacking in combat]].<br/><br/>
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− | <u>'''Change Form:'''</u> describes shape-change due to a spell, magical influence or inherent ability.<br/><br/>
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− | <u>'''Climb:'''</u> assumes the creature has no special climbing ability. Those with the sage abilities [[Mountain Climbing (sage ability)|mountain climbing]] or [[Tree Climbing (sage ability)|tree climbing]] are able to climb at 1½ to 2 ft. per action point. Climbing down can be accomplished at double the speed needed to climb up.<br/><br/>
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− | <u>'''Close a Saddle Bag or Back Pack:'''</u> includes the time needed to close a buckle or draw string, to ensure that items are secured and won’t fall out. The AP indicated could also apply to locking a box, barring a door, tying closed a scroll case or a belt pouch, etcetera.<br/><br/>
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− | <u>'''Discharge a Cast Spell:'''</u> presumes the spell has been cast, and is now being released so as to cause effect. If a cast spell has not been discharged, the caster must continue to concentrate until the AP required by the spell is expended.<br/><br/>
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− | <u>'''Dismount Animal:'''</u> includes camels, donkeys, elephants, [[Hippogriff|hippogriffs]], [[Horseback Riding (sage study)|horses]], mules, pegasi and so on. Counts the time needed for dropping the reins and either stepping down or — with shorter characters — hopping clear of the animal and gaining balance for the next action. This number should be added to the process of kneeling a camel or an elephant, which must be done before the animal is dismounted.<br/><br/>
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− | <u>'''Dispel Active Spell:'''</u> describes only those spells which the caster has personally cast, and after the spell has been discharged. If the spell has been cast and not yet been discharged, there is no movement penalty for failing to discharge the spell, as it requires only breaking concentration.<br/><br/>
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− | <u>'''Draw Weapon, Heavy One-handed:'''</u> includes all weapons that may be used with one hand, weighing more than 5 lbs. List includes bastard sword, broad sword, hand axe, holy water sprinkler, long sword, mace and warhammer.
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− | As some creatures with upper body strength can wield a normally two-handed weapon with one hand, for those persons this also includes the battle axe, military fork, military pick, spear and trident.<br/><br/>
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− | <u>'''Draw weapon, Light One-handed:'''</u> includes all weapons that may be used with one-hand, weighing less than 5 lbs. List includes ankus, bullwhip, club, dagger, dart, godentag, horseman’s flail, horseman’s mace, horseman’s pick, [[Javelin (weapon)|javelin]], sabre, scimitar, short axe, short hammer, short sword, shiriken and throwing knife.<br/><br/>
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− | <u>'''Draw weapon, Two-handed:'''</u> includes all weapons that require two hands for use, regardless of weight. List includes battle axe, bola, bo stick, bow, corseque, crossbow, flail, glaive, great scimitar, guisarme, halberd, jo stick, khopesh, maul, military fork, military pick, morning star, pike, quarterstaff, sling, [[Spear (weapon)|spear]], staff sling, trident and two-handed sword.<br/><br/>
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− | <u>'''Drop to the Ground:'''</u> describes the time necessary to fall and take to the ground (1 AP) and then orient themselves to take further action (1 AP). If this action is employed with the character’s last action point in a given round, cost is only 1 AP.<br/><br/>
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− | <u>'''Eat or Drink:'''</u> shows AP cost per ounce of food or 2 ounces of fluid to be consumed. A potion consists of 8 ounces of fluid, and therefore requires 4 AP to consume. A healing salve consists of 2 ounces of edible material, therefore requiring 2 AP to eat.<br/><br/>
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− | <u>'''Extinguish a Candle:'''</u> describes the time needed, regardless of the method, to snuff a candle, either with the fingers, blowing it out or using a douser.<br/><br/>
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− | <u>'''Extinguish a Lantern:'''</u> includes the time needed to turn down the brightly burning lantern using a key. The lantern can be dimmed to half strength at a cost of 1 AP. A dimmed lantern can be turned off and extinguished entirely at 2 AP. A dimmed lantern will reduce its [[Illumination|illumination]].<br/><br/>
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− | <u>'''Extinguish a Torch:'''</u> presumes the torch cannot be doused in water, which requires only 1 AP. Otherwise, the torch must be stamped or struck out, strangled with a cloth or otherwise smothered.<br/><br/>
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− | [[File:Strapped_Shield.jpg|thumb|left|265px]]
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− | <u>'''Free Shield from Arm:'''</u> describes situations where the shield has already been strapped to the arm of the combatant. Shields that are damaged from failing an [[Saving Throws for Items|item saving throw]] must be unstrapped or they will cause penalties to armour class. Time shown assumes the weapon is dropped (see sling a shield or bow, below).<br/><br/>
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− | <u>'''Grapple (attack):'''</u> the time necessary to [[Grappling (hand-to-hand)|physically wrestle]] with an opponent, in which the character is actively trying to hit an enemy.<br/><br/>
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− | <u>'''Kneel a Camel:'''</u> describes the process of settling the camel into a kneeling position, readying it to be dismounted or mounted.<br/><br/>
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− | <u>'''Kneel an Elephant:'''</u> describes the process of settling an elephant with a howdah into a kneeling position, so that the howdah can be entered or departed. Mounting or dismounting an elephant includes climbing a distance of four feet (see climbing, above).<br/><br/>
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− | <u>'''Leave a Melee Hex:'''</u> when engaged with an opponent in [[Melee|melee]], defending against an enemy’s attack to back away, or circle the enemy, costs 1 AP in addition to the normal AP cost to move into the adjacent hex.<br/><br/>
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− | <u>'''Light a Torch:'''</u> presumes the torch and the means to light it are already in hand. If the torch is wet, it will require two full combat rounds to light using an open flame and cannot be lit at all using a tinder.<br/><br/>
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− | <u>'''Load a Bow for Aiming:'''</u> prepares a bow for firing next round. The length of time includes selecting an arrow, remaining situationally aware of the battlefield and judging the next target, something which improves for some character classes [[Experience Level|gain levels]]. Characters with multiple attacks in a round may halve the time just as they halve the AP necessary to attack.<br/><br/>
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− | <u>'''Load a Bow without Aiming:'''</u> describes cursory aiming with the weapon immediately after nocking and drawing the arrow. In this action, the bow can be fired once loaded, in the same round, but only if the character has sufficient AP to attack (see above). The penalty for firing a bow in this way is -2 to hit. Characters with multiple attacks in a round may halve the time just as they halve the AP necessary to attack.<br/><br/>
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− | [[File:Loading_a_Crossbow.jpg|thumb|right|240px]]
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− | <u>'''Load a Heavy or Light Crossbow:'''</u> describes a two-handed operation, with a sling for one foot to stand on to stabilize the weapon. Some crossbows may have a point that can be sunk into earth to stabilize it. The crossbow is then cranked until the drawstring is tight enough to fire. The weapon is then lifted and a bolt inserted into place for firing. The process requires 11 AP which may be spent in a steady action over three or more rounds. The weapon can be fired in the same round as the loading is completed with no penalty, but only if time for attacking is available.<br/><br/>
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− | <u>'''Mount an Animal:'''</u> Most animals are mounted with a single stirrup in which the rider puts their foot, hoisting themselves aboard. If the stirrup is higher than the diaphragm of the rider, the animal cannot be mounted in this fashion; either a step must be used, or the animal be made to kneel (see kneeling a camel or kneeling an elephant, above). Very large animals, such as an oliphant, must be climbed by rope ladder (the oliphant requires 9 feet of climbing).
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− | The time given for mounting an animal is counted in addition to these other means, after kneeling the animal or the climb is accomplished, whether into a saddle or — in the case of an elephant or oliphant — a howdah. Climbing a step to a mounting position counts as 1 AP; the step will remain behind unless it is removed by another.<br/><br/>
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− | <u>'''Obtain an Item Pocketed or Tied:'''</u> describes items that are fixed to the character’s person (such as flasks, small blades, [[Cricket (cantrip)|cricket cages]], [[Magic Stone (spell)|tawkra balls]], etcetera) by straps, strings, hooks, or in pockets both outside and inside clothing. Obtaining access to these things usually requires shifting held objects, feeling for the object wanted, digging around under cloaks or through robes and being sure to grab the object firmly before pulling it free.<br/><br/>
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− | <u>'''Open a Corked Bottle:'''</u> describes a bottle that has never been previously opened.<br/><br/>
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− | <u>'''Open an Unstuck Door:'''</u> refers to the process of opening any ordinary door that is not barred, locked or otherwise restrained from its normal use. If the door is shouldered open (requiring a strength check), this requires but 2 AP. However, once the door is shouldered open, the person acting must make a dexterity check or [[Tumbling|tumble]].<br/><br/>
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− | <u>'''Open a Stuck Door:'''</u> refers to doors that have swollen inside their frames, so that the pressure of the wood resists entry. Such doors are not opened by strength, but by force. The chance of opening said door equals the combined body mass of up to two persons, divided by 10, as a chance out of 100.
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− | For example, two persons with a combined weight of 296 lbs. would have a 29 in 100 chance of forcing the door open, each round. Minimum time required is 2 AP, after which tumbling will occur. A failure indicates the remainder of that round’s action points are spent. Each round of attempt after the first will cause +1 damage, including attempts to crash through the door. Chance of success can be doubled if those attempting to force choose to run at the door, requiring a start two hexes away and automatically causing 1-6 damage from the [[Crashes & Collisions|crash]].<br/><br/>
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− | <u>'''Pick up an Object:'''</u> includes bending over to retrieve an object from the ground or taking an object from any shelf or other location, for objects of 5 lbs. or less. Larger objects up to 8 lbs. will require 2 AP; up to 13 lbs. will require 3 AP; and up to 21 lbs. will require 4 AP.
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− | Objects weighing up to 34 lbs., 55 lbs., 89 lbs., 144 lbs., 233 lbs. and so on will progressively require 1 additional AP per stage. This assumes humanoids weighing up to 233 lbs. For humanoids weighing progressively up to 377 lbs., 610 lbs., 987 lbs. and so on, subtract 1 AP from the cost of picking up each size class of item.
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− | However, as size increases, it becomes progressively harder to pick up smaller items. And so, if the AP of an item is reduced to zero, instead add 1 AP to the time needed to collect that item. For example, a 350 pound humanoid bends down to pick up an item weighing less than 5 lb. Because the normal time is already 1 AP, this increases to 2 AP, while items between 5 lbs. and 8 lbs. reduces to only 1 AP (because this is the most comfortable size).<br/><br/>
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− | <u>'''Pummel:'''</u> the time necessary to attack with [[Pummelling|fisticuffs]], in which the character is actively trying to hit an enemy.<br/><br/>
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− | <u>'''Raise a Knelt Animal:'''</u> describes the time needed to bring a camel or an elephant from its knees to a standing position, whether or not the animal is mounted. Mounted persons must ensure the animal is standing before forward movement is allowed.<br/><br/>
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− | <u>'''Rouse Sleeping Creature:'''</u> see [[Rouse Sleeping Creatures|rule for details]]. Light sleepers require 1 AP; normal sleepers 2 AP; and heavy sleepers 3 AP.<br/><br/>
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− | <u>'''Scramble:'''</u> describes the number of AP needed to move one combat hex over uneven ground, where the variation of surface is 11-30° upwards or downwards. This would include jumping onto a chair, a tree stump or upwards onto a short ledge that was, by angle, no higher than 30 degrees above the starting hex. A steeper climb, of 31-50°, requires 3 AP; a climb of 50-80° requires 4 AP; and any climb higher than 80 degrees is effectively climbing (see above).<br/><br/>
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− | <u>'''Search a Back Pack:'''</u> includes the process of opening, then digging through the contents of a back pack in search of a specific object. Anything that should be excessively obvious, due to size or nature, such as a rope or an immediately visible weapon, will require 3 AP. Any smaller object will randomly require 3-10 AP (d8+2). Time does not include the number of AP to close the bag after the object is found.<br/><br/>
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− | <u>'''Search a Saddle Bag:'''</u> similar to search a back pack, above. Character should make an wisdom check to see if they’ve remembered which of two saddle bags the item is located (or conversely, if they’ve wisely put the object where it belongs). A successful check will require only 2-4 AP. A failed check will require 3 AP of searching in the wrong bag, followed by 2-4 AP of searching in the right one. 1 AP is required for opening the bag.<br/><br/>
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− | <u>'''Sheathe a Weapon into a Back or Belt Scabbard:'''</u> time required regardless of the weight or nature of the weapon. The scabbard must, of course, be designed for the specific weapon in question.<br/><br/>
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− | <u>'''Sling a Shield or Bow over the Shoulder:'''</u> presumes that the shield has been freed from the arm and that the bow is strung. An unstrung bow is treated as sheathing a weapon into a back scabbard instead. A shield hook must be mounted on an over-the-shoulder belt to sling a shield on the person’s back.<br/><br/>
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− | <u>'''Speak or Call Instructions:'''</u> either limit the number of words that can be spoken to 4 words per AP, or 20 words per round, or use a time piece to measure the number of words that can be said in the time period reckoned. Speaking can be performed while performing any action that does not require strong attention (managing an animal, rousing a sleeper, searching) or using the mouth for other purposes (drinking, eating, spellcasting). See [[Parley & Negotiation|Parley & Negotiation]].<br/><br/>
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− | <u>'''Spellcasting:'''</u> 1st and 2nd level spells usually require a full round to cast. As spells increase in power, they take more rounds to cast. Some spells, specifically not designed for the battlefield, may take hours to cast. Most cantrips take only a few action points in order to cast.<br/><br/>
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− | <u>'''Stand from a Laying or Seated Position:'''</u> includes the time necessary to adopt a fighting stance. Note that characters seated in a chair can, upon standing, seize the weapon as a club with only 1 additional AP. See [[Using Found Objects as Weapons|Using Found Objects as Weapons]].<br/><br/>
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− | <u>'''Strap a Shield to the Arm:'''</u> generally considered to require two complete rounds for an unarmoured person. Compare with the number of AP required for armouring the body. Strapping a shield can be aided by one other person, who will reduce the total time to 7 AP.<br/><br/>
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− | [[File:Grappling_Hook.jpg|thumb|left|266px]]
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− | <u>'''Throw a Grapple:'''</u> describes the time necessary to [[Throwing a Grapple|ready the grapple]], swinging it for momentum, hurling it outwards and testing the resistance of the grapple by pulling the rope taut. A failure requires the same amount of time.<br/><br/>
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− | <u>'''Touch Friendly Creature:'''</u> most often describes the delivery of a spell to a recipient. Supposes the person to be touched is ready and within reach (one combat hex) at the moment of touching, even reaching out towards the caster.<br/><br/>
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− | <u>'''Touch Unfriendly Creature:'''</u> most often describes an attempt by a caster to affect an unwilling enemy with a spell ([[Cure Light Wounds (spell)|cause light wounds]], [[Shocking Grasp (spell)|shocking grasp]], etc.), who is most likely unaware that this is the intent of the caster. A miss should reveal this purpose to an intelligent creature, who would then give ground to avoid receiving the unknown spell’s effect (an attempt to pummel the creature might conceal this purpose).<br/><br/>
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− | <u>'''Unsling a Back Pack:'''</u> describes the time necessary to remove a back pack from its position between the shoulders of the combatant, whereupon it may be dropped. To search a back pack, see above.<br/><br/>
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− | <u>'''Unsling a Shield:'''</u> indicates the time needed to get the shield from the person’s back and into their hand, where it can be used for defence. Does not include the time necessary to strap a shield to the arm (see above).
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Action Points (AP) describes the time necessary to perform an action each round, usually applied during combat. Though rounds are nominally 12 seconds in length, the time for an action point to be expended depends upon both the relative speed of the actor and the difficulty of the action to be accomplished. Action points manage this time-keeping disparity with an eye to playability by assigning an AP cost to each action. Players and NPCs must decide what to do with the points they have, introducing a strong tactical element to combat.
Action points not spent in the course of each round cannot be saved up and used later. Some actions require multiple rounds to perform, such as spellcasting, loading weapons or searching. These examples presume the actor's efforts are being spent in a single continuous procedure that happens to occur over several rounds due to its nature.
Humanoids, from as small as kobalds to as large as giants, are naturally possessed of 5 action points. There are exceptions, such as the monk. This movement is adjusted by encumbrance, which measures the total weight in gear and other carried objects. The amount of weight a character carries is variable; but it is possible to add so much weight to the character that AP is reduced to zero. At this point, the character must drop something in order to move.
Movement
Stride |
Hexes/AP
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Wary |
1
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Normal |
2.5
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Running |
3.5
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Sprinting |
5
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Movement describes the AP cost to cross the distance from hex to hex, each being 5 feet in diameter. There are four manners of movement, or "strides." These strides are wary, normal, running and sprinting; the AP cost for each is shown on the right-hand table. In all cases, fractions are ignored, so that a character moving with a normal stride and expending 1 AP would travel 2 hexes; if they expended 2 AP, they would travel 5 hexes.
Both large and fast creatures, with longer strides or due to their biology, have AP costs per hex that allow them to move faster than ordinary humanoids. Horses have various gaits at which they can walk or run, while gazelles and cheetahs can manage 20 hexes or more per AP. A hill giant walking with a normal stride would travel 3.5 hexes per AP.
Point Costs
Activate object
1 AP. Includes any object, many of which will be magical in nature, that must somehow be turned on, commanded to act or otherwise activated. Includes uncorking a previously uncorked bottle or drawing out a wand, staff, rod, ring or like item. The action is generally enough to employ the object for its purpose; however, in cases such as the uncorked bottle, the action would not include aiming and throwing the object, which would be another action.
Adjust a free object for use
1 AP. Describes any situation in which the object has to be manipulated, such as being opened in order to be read, such as a book or a compass; looked through, such as an eyeglass or telescope; turned over; picked up from its location; taken out of a small pocket; or any other like situation in which movement of the object is the intention or requirement.
Adjust lantern shutter
1 AP. Describes the act of adjusting a bullseye lantern so that the arc of light shining can be widened or narrowed, or closed completely.
Adjust lantern turn-key
1 AP. Describes the adjustment of a lantern valve that controls the amount of air to the glass bubble, determining the amount of illumination that the lantern will offer.
Apply a healing salve
3 AP. Gives the time required to feed a healing salve to a willing, conscious patient, or pour the salve into an open wound so that it is drawn into the body, so that its substance will be drawn into the body. If there is no wound, or the patient is unconscious, the time needed to introduce part of the salve into the mouth and rub the rest into the skin of the patient's throat or upper chest will be 6 AP, which can be accomplished in succeeding rounds.
Armour the body
25 AP. Regardless of the type of armour being applied, the cost indicates the amount of action necessary to improve the wearer's armour class by 1 point. This presumes that part of the armour can be applied (such as hauberk and chausses, greaves, tassets, breast plates, chain shirts, gorgets and so on) even if the whole ensemble is not worn. A character may spend 75 AP dressing in partial chain mail armour, sufficient to improve the character's AC by 3 pts., then forgo the remainder in order to join a fight.
A full suit of Leather armour would require 50 AP to make completely ready, studded leather or ring mail would need 75 AP, scale mail would need 100 AP and so on.
Aid can be received from up to 2 attendants. One attendant helping will reduce the time needed per point of armour class to a cost of 15 AP, while two attendants will reduce the cost to 10 AP per point.
Attack with weapon
2 AP. The cost of rolling to hit, whether in melee and if firing/hurling a weapon. Combatants using two weapons must pay this cost once for each weapon each round. If the character does not have sufficient AP to do this, they must forgo two attacks. In the case of multiple attacks, which arise from the combatant having achieved the ability to attack twice in a given round, the cost per attack is only 1 AP.
Change form
1 round. Includes polymorph and shape-change, by spell or natural ability. Cost in AP equals one complete round, from beginning of change to full assumption of new shape.
Climbing
1 AP. Refers to climbing upwards one vertical foot. Cost assumes the character has no special climbing ability, such as might be possessed by an assassin or thief. Characters with the sage abilities mountain climbing or tree climbing are able to climb at 2 ft. (natural rock) or 3 ft. (tree) per action point. Movement downwards is double the speed needed to climb up.
Close a back pack
2 AP. Describes the time needed to close a buckle or draw string, to ensure that items within are secured and won't fall out. Includes closing a saddle bag, locking a box, barring a door and tying closed a scroll case or a belt pouch.
Discharge a casted spell
1 AP. Once the casting time has been completed for a spell, 1 AP must be spent to actually release the spell so that its effects can be take place. If a cast spell is not discharged, the caster must continue to concentrate until the spell is discharged, or else the spell will be lost.
Dismount animal
2 AP. Describes a safe dismount from any animal, including horses, donkeys, mules, camels, elephants, flying mounts and so on. Assumes the reins are held and the rider steps down carefully. Hopping clear of an animal can be done at a cost of 1 AP, but the rider must make a dexterity check or risk taking damage.
Action points must be taken to kneel camels and elephants in addition to the time needed to dismount.
Dispel active spell
1 AP. Describes only those spells that the caster is personally responsible for, the effects of which are ongoing. The caster merely waves the spell out of existence at the cost of 1 AP.
Dose drink/food with poison
1 AP. Presumes the poison are at hand and can be scattered quickly into either food or drink in a fashion that mixing is unnecessary or may be done surreptitiously.
Dose weapon with poison
5 AP. Describes the time needed to apply the poison carefully along a blade for safe use; presumes that both the weapon and substance are at hand. Includes the AP cost to apply other like substances, such as oiling a rope, spreading glue and applying gripcolle and quicksilver.