Movement in Combat: FAQ needed!

Leopold

NKL4LYFE
ok is there a FAQ out there that details what you can and cannot do in combat regarding movement and actions? The DMG conflicts with the PHB on several issues and i want to know if there is a FAQ out there that says: "If you do this than you can do this and you cannot do that."

Does one exist?
 

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artoomis' ambiguous rules guide

Check out
http://hometown.aol.com/westronic/DnD.html

This is the ambiguous rules guide that artoomis is putting together and it covers many movement questions.

The guide provides rules quotes, sage quotes, monte cook quotes, Artoomis' advice on how to interpret specific rules and both arguments for and against his positions.

If your questions are not addressed in the guide let Artoomis know and if they seem appropriate he will incorporate them.

Hope this helps.
 

Wow. Thanks for the advertising, Voadam.

I'll include anything that is not answered in the rules, pretty much. That's what I 'm trying to do - answer questions that are not answered in the rules themselves. Or that seem to be answered in two different ways. You may find one or two examples of other things as well - things that came up so often on these boards that I decided to include them.

Eventually I'll publish these as a *.pdf, perhaps. If I ever get it to a point I can consider close to complete. Use you "edit...find" feature in your browser to find specific items if you don't see what you are looking for right away.
 

combat concept:

what is a partial action? What is a full action? How many of each can you have in a round? is it 1 full and that's it or is it 2 partial? How many free actions in one round? How many actions does movement (moving your full base movement) constitute? Can you move and cast a spell? If so how far if the spell is a partial action (not a whole round spell)? How are rounds divided? Is it 10 segments to a round or what?

Currently we play each combat 'round' is 6 seconds and 10 of those make up a full round. Is this correct? If a spell lasts 10rounds is that 60 seconds or 10minutes? How many mintues is in a round? How many seconds?


That should start it off.
 

I'll bet someone else answers this before I get done...but what th' heck.

Q: what is a partial action?

Somethin' that only happens in strange circumstances. You don't usually take partial actions..nor can ya jus' take 'em when ya want...they jus' sorta happen when they're necessary, like at the beginning of combat, when some poor sap's surprised.

Q: What is a full action?

Oh come on...that's clear enough. Look up Standard Action.

Q: How many of each can you have in a round?

Jus' one, of course. That's th' point of a "rounds" system. One standard action plus one move equivalent action per round.

Q: Is it 1 full and that's it or is it 2 partial?

Nope. This isn't a math class, bub. We don't say 2 partial actions equal one standard action. We get just one action an' one move. (The only exception I can think of is Haste). It's split up that way ta make it easier to execute, actually.

Q: How many free actions in one round?

As many as the DM will allow.

Q: How many actions does movement (moving your full base movement) constitute?

It's separtate. Stop thinking about it as an action! You'll jus' get confused.

Q: Can you move and cast a spell?

Yup. ...except if yer a spell caster opposin' me. Then ye need ta sit still, sos I can smack ya......

Q: If so how far if the spell is a partial action (not a whole round spell)?

Your normal movement rate, o' course! A spell that takes one round takes....wait fer it....one round. All other spells take a standard action. Ye can move either before er after that.


Q: How are rounds divided? Is it 10 segments to a round or what?

Nope. Get rid o' segments. No such thing. Each creature takes his turn doing everything he/she/it can in a round. Everyone (usually) gets one turn each round. The actions of each creature are not "inter-leaved". One outcome o' this is that it's duecedly difficult ta interupt a spell..... grrrrrrrr.....

Q: Currently we play each combat 'round' is 6 seconds and 10 of those make up a full round. Is this correct?

Nope. I round is one round, in combat or out. 6 seconds per round, 10 rounds per minute, 60 minutes per hour, etc.

That should get you started.

-Nail
 

Ok, so you're looking at getting a handle on the basics; apparently coming from a 2nd edition campaign. We should be able to help you out there. Here's my first-pass at your questions, others will undoubtably clarify and correct as needed.:


>what is a partial action? What is a full action? How many of each
> can you have in a round? is it 1 full and that's it or is it 2
> partial?

Keep in mind that there are exceptions and special cases to pretty much every rule, but here are the basics:

A Standard Action is a "normal" action like swinging a sword or casting a spell under normal conditions. In a round, a character can generally move (up to their movement rate, which is 30ft for humans in no armor) and do one standard action in a round.

Now, a Partial Action is a Standard Action without the move. So you can stand still and cast a spell as a partial action (whereas you could move and cast a spell as a full round action).

You rarely "voluntarily" do a partial action; they only come into play in situations where you would do a standard action but cannot for some reason (like being surprised, or slowed, etc.). Haste allows an extra partial action in your round; and you can only "ready" partial actions. Those are the most common places for these to come up. When they do, just treat them like what you would do in a normal round, but without being allowed to move.


> How many free actions in one round?

As many as your DM will allow. Speaking is a free aciton but you really shouldn't speak more than 6 seconds worth of dialog. Usually, you can do 2 or 3 free actions without drawing the ire of your DM, but it is up to him in the end.


> How many actions does movement (moving your full base movement) constitute? Can you move and cast a spell? If so how far if the spell is a partial action (not a whole round spell)?

In a round, you can move your speed and performa a Standard Action. You can cast as spell as a standard action so yes, you can move and cast in a round (for most spells). Note that you can also move your speed as a standard action, which means you can move, and then move again in a round if you do nothing else.

Also, you can substitute a "Move Equivalent Action" for a move. For example, you could get something out of your belt pouch instead of moving. And as a special case, if you do move-equivalents instead of actually moving, then you get a free 5ft step.


> How are rounds divided? Is it 10 segments to a round or what?


There are no segements in 3rd Ed. A round is 6 seconds. A full round is 6 seconds. A partial round is 6 seconds. A spell that lasts 10 rounds lasts 60 seconds.
 

> How many free actions in one round?

Actually this often depends on what your doing. Some free actions (like nocking an arrow) have no limits others (such as quickened spells) are only allowed once in a round.
Most often the thing you are trying to do will tell you in its description. A safe rule is anything spell like can be done once a round and nearly everything else you can do as often as you want.
 

not coming from 2E but a rather baffling 3E campaign where we are all lost on what constitutes rounds,turns, and partial and standard actions..


So let me get this straight:

1. Spell caster: I can move my base movement (say 30ft) in one round and cast a spell unless the spell is a full round action?

2. A full round is a standard action?

3. How does the attacks per round vary here. Lets say I have 3 attacks, do I get to move my full base movement (say 30) and attack 3 times? What if I double move or run or charge?




Thanks for your help I will have to print this out. I have more to come!
 

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