Fenris Punk | Action Economy

1 Action Economy

1.1 Entering Combat

Ordered:

  1. Determine surprise
  2. Establish positions
  3. Roll initiative - Determines turn order.
  4. Take turns - Begin the round.
  5. Begin the next round

1.2 Turns

Unordered:

Movement
Characters may move via walking, running, rolling, etc up to their maximum Speed during their turn. May also divide movement before or after other parts of the turn, such as moving 3 spaces, attacking, and then moving 3 more spaces.
Action
Typically used for attacks, but also can trade an action for any other type, such as for doubling movement, unless stated otherwise.
Bonus Action
Typically a set of additional actions a character can make during their turn.
Other Activity
Characters get one Other Activity, typically something else that does not require a DC such as anything from, but not limited to, the Interacting with Objects list.
Reaction
Interruptions from other actors.

1.3 Effects

See also the Descriptions table.

Scatter
Where an effect happens, offset from the target.
Splash
Where an effect happens, in addition to the target.
Roll
TBD

These optional rules address where an effect happens, often for determining friendly fire or where an effect actually happened. In general use a die that best maps to the coordinates around the target. These rules will assume a square grid map.

1.3.1 Scatter Example

Alex throws a Molotov cocktail at Billie. Alex needs to a throw a DC 15 to get the grenade on target. Typically a critical failure means either a dud or attacking oneself. In this case Alex rolls a 12, a miss, but the Molotov cocktail still travels. Alex rolls a 1d8 => 5 to get the direction and places the landing position of the Molotov 3 (15 - 12) spaces away.


      .....................................
      ..................234................
      .........A........1B5.X..............
      ..................876................
      .....................................

      

1.3.2 Splash Example

Billie did not enjoy the Molotov cocktail so they shoot back at Alex with a shotgun. Typically we would simply use the AC abraction rules, but in this case, shotguns have a side effect; the buckshot spreads out in a cone. Anyone next to the path of the shot has a chance of getting hit. Alex has an AC of 15, so as long as Billie rolls a 14 (15 - 1) Carol has a chance of getting hit with splash damage, for whatever remains from the potential damage that would have hit Alex. Billie rolls a 15 to hit and a 1d10 => 4 for Alex. Carol has a 10 AC, so Billie hit them also, with a 1d10 with a max potential damage of 6 because 4 of 10 already went to Alex.


      .....................................
      .....................................
      .........A=========B.................
      .........C...........................
      .....................................

      

1.3.3 TODO Scatter and Splash Example

Similar to above Splash example, but with another person standing next to Alex.

1.3.4 TODO Scatter and Roll Example

Similar to above Scatter example, but with an explosive that has a timer and can roll rather than a Molotov which explodes on contact.

1.3.5 TODO How could you possibly miss!? Example

Analogous to hitting the broad side of a barn. Even if missing the intended target, surely something or someone suffered the effect, assuming not a critial failure.


      .........F...........................
      .........E...........................
      ........GA=========B.................
      .........C...........................
      .........D...........................