Crafting Your Turn

  1. Movement

    1. Your speed determines your total movement for the turn. You can split this movement between your actions.


  2. Action

    1. This includes combat moves like casting a spell, swinging a sword, using a loyalty point, or any activity requiring a skill check. Unless specified otherwise, any action requiring a dice roll counts as your main action.
      1. Hide: stealth check
      2. Run: athletics check
      3. Intimidate: intimidation check
      4. Persuade: persuasion check
    2. You can hold action until a specific trigger occurs
    3. Within medium range, you can anticipate an enemy's moves, using your action to impose disadvantage on their attacks against you during their turn
  3. Movement

    1. You can use any remaining movement from your speed
  4. Bonus Action

    1. Actions specifically labeled as "bonus actions"
    2. Switching weapons
    3. Drinking potions

Rule Text: Turn Continuity

"While the realms we explore and the battles we wage are not bound by the ticking of a clock, the flow of adventure benefits from continuity. In multiplayer engagements, a generous window of 3 hours per turn ensures that each player can contribute thoughtfully without haste. This window respects the varying schedules of adventurers while preserving the momentum of the narrative. Should a player not respond within this timeframe, the Dungeon Master may assume a defensive or neutral action on behalf of the character to maintain story progression."


Example:

  1. Move out of range and attempt communication through shouting or magic
  2. Stay in range but roll for "stealth" or "survival" to find cover. Half cover gives them disadvantage on attacks, while ΒΌ cover gives you +5 AC
  1. Action: [check stealth or survival]