COMBAT:
Initiative = 1d20 + dexterity modifier + other applicable bonuses (powers, etc)
One initiative phase, from highest to lowest, is a "round". Each round, a character is afforded one complex action (power use, skill check, or appropriate/allowed number of attacks).
Actions can be held and used at any time during the initiative phase.
Holding an action for an entire round gives a bonus of +6 to the action roll. The character cannot be distracted or interrupted from this phase of concentration.
SKILL CHECKS:
When a character is attempting to do something difficult, a skill check may be required. Skill checks are made by rolling 1d20 + Skill Level + Appropriate Ability Modifier and comparing the results to a difficulty (set by GM).
A base standard for difficulties is as follows:
10 - EASY
20 - DIFFICULT (human range)
30 - REALLY HARD
40 - ALMOST IMPOSSIBLE
Contested actions are judged by greatest degree of success.
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