
SPECIAL INITIATIVE ACTIONS
Usually a character acts as soon as he or she can in combat, but sometimes a character wants to act later, at a better time, or in response to the actions of someone else.
Delay
By choosing to delay, the character takes no action and then acts normally at whatever point in the initiative count the character decides to act. When a character delays, he or she voluntarily reduces his or her own initiative result for the rest of the combat, or until an opponent provokes and attack of opportunity. When the character’s new, lower initiative count comes up later in the same round, the character can act normally. The character can specify this new initiative result or just wait until some time later in the round and act then, thus fixing the character’s new initiative count at that point.
A character cannot interrupt anyone’s action with a delayed action (as a character can with a readied action; see below).
Delaying Limits
The longest a character can delay before taking an action is until after everyone else has acted in the round. At that point, the delaying character must act or else forfeit any action in that round.
If multiple characters are delaying, the one with the highest initiative modifier (or highest Dexterity, in case of a tie) has the advantage. If two or more delaying characters both want to act on the same initiative count, the one with the highest initiative modifier gets to go first. If two or more delaying characters are trying to go after one another, the one with the highest initiative modifier gets to go last; the others must go first or lose their action for the round.
If a character loses an action due to delaying, he or she may act on any count on the next turn. Again, the character cannot interrupt an action.
Ready
The ready action lets a character prepare to take an action later, to interrupt another character. Essentially, the character splits his or her action, taking the move action on the character’s initiative count and the attack action at a later point. On the character’s turn, he or she prepares to take an action later, if a specific trigger is met. Then, later in the round, if the readied action is triggered, the character takes it, acting before the triggering action.
Readying does not provoke an attack of opportunity. (The character’s move action, and the attack action he or she readies, may both provoke attacks of opportunity normally.)
Readying an Action
A character can ready an attack action or a move action. To do so, the character specifies the action he or she will take and the conditions under which the character will take it. Then, any time before the character’s next action, the character may take the readied attack action in response to those conditions. The readied action occurs just before the event that triggers it. If the trigger is part of another character’s actions, the readied action interrupts the other character. The other character continues his or her actions once the readied action is completed.
The character’s initiative count changes. For the rest of the encounter, it is the count on which the character took the readied action, and the character acts immediately ahead of the character whose action triggered the readied action.
A character can take a 5-foot step as part of his or her readied action, but only if the character didn’t otherwise move any distance during the round.
If the character comes to his or her next action and has not yet performed the readied action, the character doesn’t get to take the readied action (though the character can ready the same action again). If the character takes his or her readied action in the next round, before his or her regular turn comes up, the character’s initiative count rises to that new point in the order of battle, and he or she does not get your regular action that round.
The Combat Round
Table: Actions in Combat |
Attack Actions |
Attack of Opportunity1 |
Attack (melee) |
No |
Attack (ranged) |
Yes |
Attack (unarmed) |
Yes |
Attack (aid another) |
No |
Bull rush (attack) |
No |
Escape a grapple |
No |
Feint (see the Bluff skill) |
No |
Ready (triggers an attack action) |
No |
Make a dying character stable |
Yes |
Attack a weapon |
Yes |
Attack an object |
Maybe2 |
Total defense |
No |
Use a skill that takes an attack action |
Usually |
Start/complete full-round action |
Varies |
|
|
Move Actions |
Attack of Opportunity1 |
Move your speed |
Yes |
Use a piece of equipment |
No |
Climb (one-quarter speed) |
No |
Climb, accelerated (one-half speed) |
No |
Crawl |
No |
Draw a weapon3 |
No |
Holster a weapon |
Yes |
Move a heavy object |
Yes |
Open a door |
No |
Pick up an object |
Yes |
Reload a firearm with a box magazine or speed loader |
Yes |
Retrieve a stored object |
Yes |
Stand up from prone, sitting, or kneeling |
Yes |
Swim |
No |
Use a skill that takes a move action |
Usually |
|
|
Full-Round Actions |
Attack of Opportunity1 |
Bull rush (charge) |
No |
Charge |
No |
Coup de grace |
Yes |
Full attack |
No |
Overrun (charge) |
No |
Run |
Yes |
Withdraw |
No |
Extinguish flames |
No |
Use a skill that takes a full round |
Usually |
Reload a firearm with an internal magazine |
Yes |
|
|
Free Actions |
Attack of Opportunity1 |
Drop an object |
No |
Drop to prone, sitting, or kneeling |
No |
Speak |
No |
|
|
Action Type Varies |
Attack of Opportunity1 |
Disarm4 |
Yes |
Grapple4 |
Yes |
Load a weapon |
Yes |
Trip an opponent4 |
No (Yes if unarmed) |
Use a feat5 |
Varies |
|
|
No Action |
Attack of Opportunity1 |
Delay |
No |
5-foot step |
No |
1 Regardless of the action, if a character moves out of a threatened square, the character usually provokes an attack of opportunity. This column indicates whether the action itself, not moving, provokes an attack of opportunity. |
2 If the object is being held, carried, or worn by a creature, yes. If not, no. |
3 If the character has a base attack bonus of +1 or higher, he or she can combine this action with a regular move. If the character has the Two-Weapon Fighting feat, he or she can draw two light or one-handed weapons in the time it would normally take to draw one. |
4 These attack forms substitute for a melee attack, not an action. As melee attacks, they can be used once in an attack or charge action, one or more times in a full attack action, or even as an attack of opportunity. |
5 The description of a feat defines its effect. |
Each round represents about 6 seconds in the game world. A round is an opportunity for each character involved in a combat to take an action. Anything a person could reasonably do in 6 seconds, a character can do in 1 round.
Each round’s activity begins with the character with the highest initiative result and then proceeds, in order, from there. Each round of a combat uses the same initiative order. When a character’s turn comes up in the initiative sequence, that character performs his or her entire round’s worth of actions. (For exceptions, see Attacks of Opportunity and Special Initiative Actions.)
For almost all purposes, there is no relevance to the end of a round or the beginning of a round. A round can be a segment of game time starting with the first character to act and ending with the last, but it usually means a span of time from a certain round to the same initiative number in the next round. Effects that last a certain number of rounds end just before the same initiative count that they began on.
ATTACKS OF OPPORTUNITY
The standard combat rules assume combatants actively avoid
attacks. You don’t have to declare anything special for your character
to be on the defensive. Sometimes, however, a combatant lets his
guard down, and doesn’t maintain a defensive posture as usual. In
this case, combatants near him can take advantage of this lapse in
defense to attack for free. These attacks are called attacks of opportunity.
Attacks of opportunity add an element of complexity to combat
not appropriate for all RPd20 campaigns. Therefore the Gamemaster
can decide whether or not attacks of opportunity are allowed in the
game. They add a realistic edge to combat but also tend to slow
things down and make combatants more cautious. Attacks of opportunity
are most appropriate for gritty or realistic campaign settings.
WEAPON TYPE
You can use a melee weapon to make attacks of opportunity whenever
the conditions for such an attack are met (see Provoking an Attack
of Opportunity). In addition, you can make attacks of opportunity
with unarmed attacks if your unarmed attacks count as armed.
THREATENED AREAS
You threaten the squares into which you can make a melee attack,
even when it is not your action. Generally, that’s all squares adjacent
to your position, but some characters may have an extended reach
for melee attacks due to powers or feats. An enemy taking certain
actions in a threatened square provokes an attack of opportunity
from you. You can only make attacks of opportunity with melee
attacks, never with ranged attacks.
PROVOKING AN ATTACK OF OPPORTUNITY
Two actions provoke attacks of opportunity: moving out of a threatened
square, and performing an action in a threatened square that
lets your guard down.
MOVING OUT OF A THREATENED SQUARE
When you move out of a threatened square, you generally provoke
an attack of opportunity. There are two important exceptions, however.
You don’t provoke an attack of opportunity if only moving a
5-foot step, or if you withdraw, moving directly away from all opponents
threatening the area you are in.
If you don’t start in a threatened square, but move into one, you
have to stop there, or else you provoke an attack of opportunity as
you leave that square.
PERFORMING A DISTRACTING ACTION
Performing some actions in a threatened square provoke attacks of
opportunity, because they divert your attention from the fight. The
following actions provoke attacks of opportunity:
• Unarmed attacks: Making an unarmed attack against an
armed opponent provokes an attack of opportunity. If you have
the Improved Unarmed Strike feat, your unarmed attacks are
considered armed.
• Striking a weapon: If you have the Improved Sunder feat,
striking an opponent’s weapon does not provoke an attack of
opportunity.
• Using a skill or effect requiring a full action: This includes
various powers requiring a full-round action, such as Healing or
a long-range Teleport.
• Manipulating objects: Picking up, putting away, or retrieving
an object provokes an attack of opportunity as does drawing,
putting away, or reloading a weapon.
• All Out Move: Moving all out draws an attack of opportunity if
you move out of a threatened area (see previous).
• Disarm: Attempting to disarm an opponent provokes an attack
of opportunity.
• Grapple: Grappling with an opponent—physically or mentally—
provokes an attack of opportunity from any other opponent
threatening the area you are in. If you have the Improved Grab
feat, starting a grapple does not provoke an attack of opportunity.
• Aim: Aiming an attack provokes an attack of opportunity.
You can “fine tune” the use of attacks of opportunity in your campaign
by varying the list of actions that provoke them. So, if you
want to make certain effects less useful in combat, have them provoke
attacks of opportunity when used. Then characters will be less
inclined to use them. For example, if all powers requiring a standard
action or more provoke an attack of opportunity, things become very
different, with Concentration a much more vital combat skill.
MAKING AN ATTACK OF OPPORTUNITY
An attack of opportunity is a single melee attack, and you can only
make one per round. You do not have to make an attack of opportunity
if you don’t want to.
ACTING ON THE DEFENSIVE
As an option, you can allow characters to make a Concentration
check to “act on the defensive” and avoid the normal distraction
caused by performing a distracting action, thereby avoiding any
attacks of opportunity that action would normally provoke. The
DC of the Concentration check is normally at least 15, more for
particularly distracting actions, in the GM’s opinion. Using a power
that provokes an attack of opportunity on the defensive usually
requires a check with a DC of 10 + the power’s rank. Characters
can lower a power’s effective rank to make it easier to concentrate.
The drawback to acting on the defensive is, if the Concentration
check fails, the character does not accomplish the intended action,
the time it would have normally required is simply wasted and
nothing happens. The character does not provoke an attack of opportunity,
however. So an attempt to aim on the defensive, for example,
requires a Concentration check. If it succeeds, the character has successfully
aimed without provoking an attack of opportunity. If the
check fails, the character has failed to aim, but has wasted the fullround
action normally required to do so.
OPTIONAL FEATS
Some of the optional feats apply to making or avoiding
attacks of opportunity. See the individual feat descriptions for
details.
