Post by Zyraen on Feb 7, 2013 10:24:06 GMT 8
This is an Abbreviated / Shortened Entry from unboundgames.proboards.com/index.cgi?board=general&action=display&thread=109
1) INITIATIVE ORDER
- Remember the Player (or DM) who moves before you.
- If you Delay, Ready, or Whatever else, Remember the Player who moves before you.
- If you fail to respond to your Turn, you automatically Delay.
2) PRE-PLANNING "WHAT TO DO"
This includes taking note of
- Enemies in Range of your Powers
- If you plan to Attack, at least a First Target, followed by a Second Target (at least 2, because your Team Mate might destroy your First Target before your Turn comes up.)
- Which Power to use
- Pre Roll Damage (not Attack)
- How to Move. You can move straight to your Destination, declaring the OAs you trigger. At DM request, you can show your Movement.
- Whether to Use your Action Point
3) TAKING YOUR TURN - TIME LIMITS
If you are right after Enemies (any Enemy), you have about 30 seconds
Apart from these, normally everyone has 10 seconds for their Turn.
If your Position has been changed by an Unexpected Action (ie you have been Slid, Dazed, etc), you get an extra 10 seconds.
If during your Turn, your Plan is disrupted by Enemies' Immediates, OA, etc you get an extra 10 seconds
If you have a Triggered Action, you get an extra 10 Seconds
Your Turnincludes :
- Moving your Mini. If you need to Move into a Square before making an Attack, please do so.
- Rolling Attack Dice. Please declare your Attack And the Targets BEFORE you actually Roll the Attack Dice. Specify an individual Target before rolling each Attack.
If you exceed your time limit, you automatically Delay.
If you have already taken 1 or more actions (excluding a Standard Action) before your Time Limit is exceeded, you can revert back to the Start of your Turn and delay, or your Turn is Skipped.
End by Declaring "That is all for My Turn" or "Done" etc once it is Over.
Be Courteous to Other Players and do not ask questions during their Limited Time.
If you do not discuss it with them before their Turn, and interfere with their Turn, at DM's discretion you take -2 to your next Attack roll. This is cumulative until you make your next Attack Roll
4) COMING OUT OF DELAY
You come out Delay only by declaring what you intend to do.
There is no Time Allowance, you start with clear Action(s) in mind, or delay indefinitely.
If you declare you come out of delay but have not decided what to do, you take a -2 Attack penalty to your next Attack. This stacks until you make your next Attack Roll.
If you were Delayed by being uncertain or missing your Turn, you cannot come out of Delay during the DM's Turn.
Note that normally declared Delays or Ready Actions etc still work on the DM's Turn.
This is a House Rule so that those who were Delayed due to being slow cannot act opportunistically during the DM's Turn.
5) ACTING OUT OF TURN
At Any point you that you wish to act against an Attack the DM makes, you can ask for the DM's dice roll.
If the DM has already moved on to the next Attack power, or forgot the roll, you can no longer take that action.
If you wish to call for a Reactive Heal by someone else, do so clearly.
If you act out of Turn in response to an Action by another Character or Enemy, declare your Action clearly.
Make Sure the DM hears you and is watching, before you position yourself (if required) and make an Attack roll
If you say you wish to use a Power and then decide not to, you take a -2 Attack penalty to your next Attack roll. This stacks until you make your next Attack roll.
6) DAMAGE
If you fail to pre-roll Damage, you can always tell the DM later. No Reminders will be given.
Even if an Enemy should already be knocked out / killed by the Damage, it is treated as active until the Damage is calculated and given. This means that any Attacks it makes it meantime will still do damage.
If another Player attacks it when it should actually have already perished, the Attack is effectively wasted.
If you don't like to roll damage, talk to the DM and work with Averages.
This works especially well for Immediates, Triggers, etc.
7) ENEMY / TERRAIN INFORMATION
After the DM's Turn is Over, feel free to ask Questions about the Enemies, Terrain, getting Cover etc along the way. If you fail to ask during this period, any other time you ask, it will count towards your Time Limit.
You can also make Perception checks (usually Passive) about the Terrain during this time. This does not include Active Perception checks for hidden Enemies - those will still be done on your own Turn.
This is also the time for everyone to make Monster Knowledge checks where applicable. It is a Free Action, but rather than have it interrupt the Pace of the Player's Turns, I will open this at this uniform time so it is Standardised.
There will be no reminders to make Monster Knowledge for Players.
This is also a good time for the quick Group Discussion on who needs healing, defending, which enemy to focus on, etc.
================
Final Note : The DM may "relax" any of above, at DM's discretion, be it for new players, hard fights, etc.
1) INITIATIVE ORDER
- Remember the Player (or DM) who moves before you.
- If you Delay, Ready, or Whatever else, Remember the Player who moves before you.
- If you fail to respond to your Turn, you automatically Delay.
2) PRE-PLANNING "WHAT TO DO"
This includes taking note of
- Enemies in Range of your Powers
- If you plan to Attack, at least a First Target, followed by a Second Target (at least 2, because your Team Mate might destroy your First Target before your Turn comes up.)
- Which Power to use
- Pre Roll Damage (not Attack)
- How to Move. You can move straight to your Destination, declaring the OAs you trigger. At DM request, you can show your Movement.
- Whether to Use your Action Point
3) TAKING YOUR TURN - TIME LIMITS
If you are right after Enemies (any Enemy), you have about 30 seconds
Apart from these, normally everyone has 10 seconds for their Turn.
If your Position has been changed by an Unexpected Action (ie you have been Slid, Dazed, etc), you get an extra 10 seconds.
If during your Turn, your Plan is disrupted by Enemies' Immediates, OA, etc you get an extra 10 seconds
If you have a Triggered Action, you get an extra 10 Seconds
Your Turnincludes :
- Moving your Mini. If you need to Move into a Square before making an Attack, please do so.
- Rolling Attack Dice. Please declare your Attack And the Targets BEFORE you actually Roll the Attack Dice. Specify an individual Target before rolling each Attack.
If you exceed your time limit, you automatically Delay.
If you have already taken 1 or more actions (excluding a Standard Action) before your Time Limit is exceeded, you can revert back to the Start of your Turn and delay, or your Turn is Skipped.
End by Declaring "That is all for My Turn" or "Done" etc once it is Over.
Be Courteous to Other Players and do not ask questions during their Limited Time.
If you do not discuss it with them before their Turn, and interfere with their Turn, at DM's discretion you take -2 to your next Attack roll. This is cumulative until you make your next Attack Roll
4) COMING OUT OF DELAY
You come out Delay only by declaring what you intend to do.
There is no Time Allowance, you start with clear Action(s) in mind, or delay indefinitely.
If you declare you come out of delay but have not decided what to do, you take a -2 Attack penalty to your next Attack. This stacks until you make your next Attack Roll.
If you were Delayed by being uncertain or missing your Turn, you cannot come out of Delay during the DM's Turn.
Note that normally declared Delays or Ready Actions etc still work on the DM's Turn.
This is a House Rule so that those who were Delayed due to being slow cannot act opportunistically during the DM's Turn.
5) ACTING OUT OF TURN
At Any point you that you wish to act against an Attack the DM makes, you can ask for the DM's dice roll.
If the DM has already moved on to the next Attack power, or forgot the roll, you can no longer take that action.
If you wish to call for a Reactive Heal by someone else, do so clearly.
If you act out of Turn in response to an Action by another Character or Enemy, declare your Action clearly.
Make Sure the DM hears you and is watching, before you position yourself (if required) and make an Attack roll
If you say you wish to use a Power and then decide not to, you take a -2 Attack penalty to your next Attack roll. This stacks until you make your next Attack roll.
6) DAMAGE
If you fail to pre-roll Damage, you can always tell the DM later. No Reminders will be given.
Even if an Enemy should already be knocked out / killed by the Damage, it is treated as active until the Damage is calculated and given. This means that any Attacks it makes it meantime will still do damage.
If another Player attacks it when it should actually have already perished, the Attack is effectively wasted.
If you don't like to roll damage, talk to the DM and work with Averages.
This works especially well for Immediates, Triggers, etc.
7) ENEMY / TERRAIN INFORMATION
After the DM's Turn is Over, feel free to ask Questions about the Enemies, Terrain, getting Cover etc along the way. If you fail to ask during this period, any other time you ask, it will count towards your Time Limit.
You can also make Perception checks (usually Passive) about the Terrain during this time. This does not include Active Perception checks for hidden Enemies - those will still be done on your own Turn.
This is also the time for everyone to make Monster Knowledge checks where applicable. It is a Free Action, but rather than have it interrupt the Pace of the Player's Turns, I will open this at this uniform time so it is Standardised.
There will be no reminders to make Monster Knowledge for Players.
This is also a good time for the quick Group Discussion on who needs healing, defending, which enemy to focus on, etc.
================
Final Note : The DM may "relax" any of above, at DM's discretion, be it for new players, hard fights, etc.