• The VOIDRUNNER'S CODEX is LIVE! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

Time Frams

Raspen

First Post
EDIT BELOW

Time Frame of combat

One Round 6s
Move action 2.3s
Standard action 3.5s
Five foot step 0.5s
2nd move action 3.5s
Full round action 5.3s
Free action 0.2s
1R casting time 6s
Withdraw action 12s
full Run action 6s

sometimes i find it hard to explayin the way time works in combat this is what i use when decribing a round of combat where everyone gets a turn. given that we only get one free action a turn.

anyone have any ideas or changes or things that i might have missed on this please let me know.
 
Last edited:

log in or register to remove this ad

Goolpsy

First Post
well theres a mistake... you can use your round to make a withdraw action.. by taking a double move action ... so it can't take more than 6s (You listed 12) should be more according to 2x moveaction... = 4,6 s.. or follow the full round: 5,3s ...
 

Jack Simth

First Post
Couple things....

It's Swift actions you can only manage one per round, not free actions - quickened spells, for example.

A Withdrawl is not a double move; it's a full-round action.

Okay, so a Ranger-20 with Rapid Shot with his bow out tries for a full attack (a full round action): 5.3 seconds.

He has to draw five arrows (free actions): 1.0 seconds

So his total is 6.3 seconds.... oops. Hope he didn't have to make a five-foot step. If he was Hasted, he needs a 6th arrow, bringing the total to 6.5 seconds. If he hasted himself with those nifty boots, he has yet another free action in there, bringing the total to 6.7 seconds.
 


Raspen

First Post
the update to fix the time frame give me your ideas *nonactions came from WOTC site under rules of the game*

Time Frame of combat

One Round 6s
Move action 2.3s
Standard action 3.5s
Five foot step 0.5s
2nd move action 3.5s
Full round action 5.3s
Free/swift/immediate action 0.2s
1R casting time 6s
full Run action 6s
Withdraw Action 6s
NonAction 0s

Nonaction: A nonaction is an activity that effectively takes no time at all (as opposed to a free action, which takes an insignificant amount of time), but it nevertheless involves some effort on your part. Often, a nonaction is something that you do as part of another action, such as making a Use Magic Device skill check while trying to activate a magic wand. Activating the wand is a standard action and making the check is not an action at all. Some activities that are described in the rules as free actions are actually nonactions; one example is trying to establish a hold on a foe after a successful grab in a grapple attack. (Readers may remember the entry for "Not an Action" on page 139 of the Player's Handbook.)

Aggressive Nonactions: There's only one activity that falls into this category: the attack of opportunity. An attack of opportunity is similar to the attack action. In general, if you cannot use a standard action during your turn, you also cannot make an attack of opportunity during someone else's turn. When the notes on conditions in Part One say that you cannot act (for example, when stunned), you cannot make an attack of opportunity.

Nonactions with Other Actions: When you can't perform the main action, you can't perform any nonactions that might accompany it. For example, if you can't use a standard action, you cannot activate most magic items and you also cannot make a Use Magic Device check to activate an item that requires a standard action to activate.

Reactive Nonactions: It's usually best to allow characters to use nonactions, such as making opposed checks to resist being tripped or grappled, unless they're helpless (any ability score reduced to 0, paralyzed, petrified, or unconscious). It's worth noting, however, that even a helpless character can make a Reflex save (albeit with a -5 penalty for an effective Dexterity score of 0). That's because the game generally favors at least some involvement from the player -- and a chance for a miraculous escape -- whenever a character is in danger.

A player reasonably can expect to make opposed checks that have a basically defensive nature, such as resisting a trip or grapple, even when a character is helpless. In such cases, the opposed check really represents fate intervening to foil the attacker rather than any determined resistance on the defender's part. No matter what kind of opposed check a helpless character makes, its best to apply a -5 penalty on the check for a relevant ability score that's effectively 0 when the action is basically physical (such as avoiding being tripped or grappled).

i think your drawing an arrow would be a nonaction not a free action
 


Raspen

First Post
Some activities that are described in the rules as free actions are actually nonactions; one example is trying to establish a hold on a foe after a successful grab in a grapple attack. (Readers may remember the entry for "Not an Action" on page 139 of the Player's Handbook.)

Drawing an arrow my well be one such action that aplys to this since it is part of the standard attack and or full round action.

in truth under free actions in the phb they state they take no time at all but for any real math to work with them they have to take some time so WOTC implyed nonactions to fill that voide where game play works outside the rules of RL

within our campain we limit free actions to 1/round mainly to balance the power people can get with quicken spells this rule is also stated in the phb under free actions / DM option

thier are meny events that fall out of free actions and into nonactions such as talking, retrieving MC for a spell, or useing certain feats. I would put drawing an arrow into this statment do to the fact that its part of your attack

If you wish to see more on Nonactions http://www.wizards.com/default.asp?x=dnd/arch/rg
under actions parts 1-4
 


Jack Simth

First Post
Raspen said:
within our campain we limit free actions to 1/round mainly to balance the power people can get with quicken spells this rule is also stated in the phb under free actions / DM option
Umm.... pre-swift actions, Quicken was specifically defined as being a free action that you can only take once per round. After Swift actions came out, it was one (which you can only take one of per round).
 

Voidrunner's Codex

Remove ads

Top