Crafting Your Turn
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Movement
- Your speed determines your total movement for the turn. You can split this movement between your actions.
- Simplifying Movement and Range
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Action
- 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.
- Hide: stealth check
- Run: athletics check
- Intimidate: intimidation check
- Persuade: persuasion check
- You can hold action until a specific trigger occurs
- Within medium range, you can anticipate an enemy's moves, using your action to impose disadvantage on their attacks against you during their turn
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Movement
- You can use any remaining movement from your speed
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Bonus Action
- Actions specifically labeled as "bonus actions"
- Switching weapons
- Drinking potions
- You have free actions available anytime during your turn.
- These include any reasonable activities that fit within 6 seconds and don't require dice rolls.
- You get one "Reaction" per initiative round
- Your reaction is simply reactionary and doesn't need pre-approval from the DM.
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:
- "What do you intend for your turn?"
- "I'd like to get out of bow range and maybe use the forest for cover?"
- "You can move from long range to very long range. They can still shoot, but with disadvantage. Your options are:
- Move out of range and attempt communication through shouting or magic
- 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
- "I'll stay in range and look for cover."
- "That won't use movement, but requires your action for either "stealth" or "survival". Do you have any bonus actions or movement planned? You can use a free action anytime if it fits within 6 seconds.
- "I'll try to find cover and call out 'Stop! I'm friendly!'"
- "That would require another action for [persuasion], but you're using your action for [stealth or survival]. You could persuade next turn, or use a bonus action now to gain advantage on next turn's persuasion. For example, casting "sending" to speak directly to a bowman instead of shouting."
- "Oh, I like that! Let's do that."
- Okay, so that's
- Action: [check stealth or survival]