Difference between revisions of "Combat round"

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(New page: Combat is divided into rounds, which are five second intervals of action. At the beginning of the round, a player tells the GM what the character plans to do that round. Once all the pla...)
 
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Combat is divided into rounds, which are five second intervals of action.  At the beginning of the round, a player tells the GM what the character plans to do that round.  Once all the players have announced their intended actions, the GM calls on the players to make rolls to determine whether or not their actions are successful, starting with the players who rolled highest for Reaction and working down.  The GM narrates the success or failure of these actions as well as those of the NPCs.  When all the combatants have attempted their action for the round, a new round starts.   
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Combat is divided into '''rounds''', which are five second intervals of action.  At the beginning of the round, a player tells the GM what the character plans to do that round.  Once all the players have announced their intended actions, the GM calls on the players to make rolls to determine whether or not their actions are successful, starting with the players who rolled highest for Reaction and working down.  The GM narrates the success or failure of these actions as well as those of the NPCs.  When all the combatants have attempted their action for the round, a new round starts.   
  
 
Players should pay attention during combat.  Your GM hates nothing more than to be asked "What do I see?" when it's your turn.  Having players announce their actions at the beginning of the turn is also a good way of preventing lengthy decision making at the beginning of a player's turn.  As soon as your turn is over, start thinking about what to do next turn so that when the next round of combat comes around, you can announce your decision with authority!
 
Players should pay attention during combat.  Your GM hates nothing more than to be asked "What do I see?" when it's your turn.  Having players announce their actions at the beginning of the turn is also a good way of preventing lengthy decision making at the beginning of a player's turn.  As soon as your turn is over, start thinking about what to do next turn so that when the next round of combat comes around, you can announce your decision with authority!

Revision as of 23:43, 1 March 2010

Combat is divided into rounds, which are five second intervals of action. At the beginning of the round, a player tells the GM what the character plans to do that round. Once all the players have announced their intended actions, the GM calls on the players to make rolls to determine whether or not their actions are successful, starting with the players who rolled highest for Reaction and working down. The GM narrates the success or failure of these actions as well as those of the NPCs. When all the combatants have attempted their action for the round, a new round starts.

Players should pay attention during combat. Your GM hates nothing more than to be asked "What do I see?" when it's your turn. Having players announce their actions at the beginning of the turn is also a good way of preventing lengthy decision making at the beginning of a player's turn. As soon as your turn is over, start thinking about what to do next turn so that when the next round of combat comes around, you can announce your decision with authority!