Action Points
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.
Contents
- 1 Movement
- 2 Point Costs
- 2.1 Activate object
- 2.2 Adjust a free object for use
- 2.3 Adjust lantern shutter
- 2.4 Adjust lantern turn-key
- 2.5 Apply a healing salve
- 2.6 Armour the body
- 2.7 Attack with weapon
- 2.8 Change form
- 2.9 Climbing
- 2.10 Close a back pack
- 2.11 Discharge a casted spell
- 2.12 Dismount animal
- 2.13 Dispel active spell
- 2.14 Dose drink/food with poison
- 2.15 Dose weapon with poison
- 2.16 Draw weapon, heavy one-handed
- 2.17 Draw weapon, light one-handed
- 2.18 Draw weapon, two-handed
- 2.19 Eat or drink
- 2.20 Extinguish candle
- 2.21 Extinguish a lantern
- 2.22 Extinguish a torch
- 2.23 Free shield from arm
- 2.24 Grapple attack
- 2.25 Kneel a camel
- 2.26 Kneel an elephant
- 2.27 Leave a melee hex
- 2.28 Light a lantern
- 2.29 Light a torch
- 2.30 Load a bow & aim
- 2.31 Load a bow without aiming
- 2.32 Load a heavy crossbow
- 2.33 Load a light crossbow
- 2.34 Mount animal
- 2.35 Move to prone position
- 2.36 Obtain item pocketed or tied
- 2.37 Open a corked bottle
- 2.38 Open a stuck door
- 2.39 Open an unstuck door
- 2.40 Pummel attack
- 2.41 Raise a knelt animal
- 2.42 Rouse sleeping creature
- 2.43 Scramble
- 2.44 Search a back pack
- 2.45 Search a saddle bag
- 2.46 Sheathe weapon into back scabbard
- 2.47 Sheathe weapon into belt scabbard
- 2.48 Sling shield/bow over shoulder
- 2.49 Speak or call instructions
- 2.50 Spellcasting
- 2.51 Stand from prone position
- 2.52 Stand from seated position
- 2.53 Strap shield to arm
- 2.54 Throw grapple
- 2.55 Throw aimed object
- 2.56 Touch a friendly creature
- 2.57 Touch an unfriendly creature
- 2.58 Unsling back pack
- 2.59 Unsling shield & make ready
Movement
Stride | Hexes/AP |
---|---|
Wary | 1 |
Normal | 2.5 |
Running | 3.5 |
Sprinting | 5 |
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
Many of these actions have exceptions and considerations that a DM must manage. The circumstances of a particular action may require a judgement call, where matters do not fit expected perameters. Actions are listed alphabetically, but should be viewed occasionally by the players, that they may familiarize themselves with the choices listed.
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 combat 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.
Draw weapon, heavy one-handed
2 AP. Includes weapons weighing 5 pounds or more, that can be used with one hand, counting the mace and warhammer; and the bastard, broad & long sword. Those creatures with enhanced upper body strength that can wield a two-handed weapon with one hand may draw those weapons at this speed, such as the battle axe, spear and trident; and the military fork & pick, .
Draw weapon, light one-handed
1 AP. Includes weapons weighing less than 5 pounds that can be used with one hand, counting the ankus, bullwhip, club, dagger, dart, godentag, javelin, sabre, scimitar, shiriken and throwing knife; the horseman's flail, mace & pick; and the short axe, hammer & sword.
Draw weapon, two-handed
3 AP. Includes weapons of any weight that are used with two hands, counting the battle axe, bola, bo stick, bow, corseque, crossbow, flail, glaive, great scimitar, guisarme, halberd, jo stick, khopesh, maul, morning star, pike, quarterstaff, sling, spear, staff sling, trident and two-handed sword; and the military fork & pick.
Eat or drink
1 AP. Indicates the AP cost per 1 ounce of food or 2 ounces of fluid to be consumed. A potion consists of 8 ounces of fluid, and would therefore require 4 AP to consume. A healing salve consists of 2 ounces of edible material, therefore requiring 2 AP to eat.
Extinguish candle
1 AP. Describes the time needed to snuff a candle, whether blowing it out, using ones fingers or dousing it.
Extinguish a lantern
2 AP. Includes both the time to adjust the turn-key sufficiently to douse the flame and the time needed for the glow to die. Because of their construction, neither a hooded lantern nor a bullsye lantern can be as easily blown out, due to the hooded cap on the former or the metal door-latch on the latter.
Extinguish a torch
3 AP. Effort describes smothering the torch with a cloth or grounding the flame by stamping or striking it out. If the torch can be doused in water, the cost is 1 AP.
Free shield from arm
3 AP. Describes time needed to unstrap a shield from the combatant's arm, including situations where the shield has failed save as an item. A damaged shield that is not freed will decrease armour class by 2 points. Cost in AP presumes the shield is dropped and not slung over the character's shoulder.
Grapple attack
3 AP. Includes the time necessary to physically wrestle an opponent, whether employed in clinch fighting, takedowns, joint locks and other grappling holds.
Kneel a camel
3 AP. Describes the process of the camel's front legs buckling so that the camel kneels on its front legs, before the camel's back legs seat and the camel is seated. This allows a comfortable dismount for the rider. Camels being taller than a horse, it is difficult to dismount from a camel any other way.
Kneel an elephant
5 AP. Describes the elephant bending it's "wrists" and forward elbows, while kneeling on its back legs. The rider can then use its front leg tpo climb, gripping the ears or the trunk, or by stepping on the elephant's trunk. The distance climbed is about four feet; the rider swings a leg over the elephant's neck before the animal is given a cue to rise. If the elephant has a howdah, there will be steps that will allow entering the carriage.
Leave a melee hex
1 AP. When engaged in a melee hex, the combatant must pay a cost to break off the combat so that any other adjacent hex can be entered. This cost is ignored if the enemy has been stunned, is actively engaged with another combatant.
Light a lantern
4 AP. Touching a side thumb lever, the glass bubble of a lantern is lifted slightly, so that a lit taper can be applied. The flame is drawn into the globe, setting the wick aflame; the amount of air reaching the wick is then adjusted with the lantern's turn-key, ensuring the flame does not go out when the lever is released. Lanterns cannot be lit using a tinder box.
Light a torch
2 AP. Assumes torch and flame are at hand, so that the flame can be applied long enough to ensure the oilcloth wrapped around the torch is able to catch fire and remain burning. If the torch is wet, it will require two complete rounds to light, requiring an open flame. Torches cannot be lit using a tinder box.
Load a bow & aim
4 AP.
Load a bow without aiming
2 AP.
Load a heavy crossbow
11 AP.
Load a light crossbow
8 AP.
Mount animal
3 AP.
Move to prone position
2 AP. Describes the time necessary to fall and take to the ground (1 AP) and then orient in order to take further action. The first part of the action may be taken if the character wishes to keep head down and remain blind; but to identify what's happening and from what direction, the second cost must be met.
Obtain item pocketed or tied
4 AP.
Open a corked bottle
5 AP.
Open a stuck door
1 round.
Open an unstuck door
2 AP.
Pummel attack
1 AP.
Raise a knelt animal
2 AP.
Rouse sleeping creature
1 to 3 AP.
Scramble
2 AP.
Search a back pack
3 to 10 AP.
Search a saddle bag
3 to 8 AP.
Sheathe weapon into back scabbard
3 AP.
Sheathe weapon into belt scabbard
2 AP.
Sling shield/bow over shoulder
2 AP.
Speak or call instructions
1 AP.
Spellcasting
1 round.
Stand from prone position
2 AP.
Stand from seated position
1 AP.
Strap shield to arm
10 AP.
Throw grapple
5 AP.
Throw aimed object
2 AP.
Touch a friendly creature
1 AP.
Touch an unfriendly creature
2 AP.
Unsling back pack
5 AP.
Unsling shield & make ready
3 AP.