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Revision as of 18:48, 10 February 2025 by Gpe (talk | contribs) (// via Wikitext Extension for VSCode)

Combat in Teriock Tabletop is broken into rounds and turns.

Rounds

Each round of combat is considered to take 5 seconds.

Initiative

At the start of combat, every participant rolls for initiative (1d20 + MOV + P). This determines the combatants' turn order, with the higher rollers acting first. If another creature joins the combat partway through, they roll initiative as well and can act at times in accordance with their roll.

Surprise Rounds

Sometimes abilities or other circumstances will allow some combatants to get the upper hand on their foes by surprising them at the start of combat. When this happens, everyone still rolls for initiative, but the creatures that benefit from the surprise round are the only ones that get to act. Everyone else has their turns skipped.

Turns

On a creature's turn, they may make up to three actions. Moving, attacking, and so on typically use some number of these actions. Creatures also have one reaction that can, in principle, be use at any time within a round. They regain their reaction at the start of their turn. Creatures cannot "save up" their actions or reactions between rounds or turns. Actions and reactions reset regardless of whether or not they're used.

In addition, some effects may begin, apply, or cease at the start or end of a creature's turn. These are specified within the relevant rules text.

Maneuvers

Everything a creature does in combat turn is codified in terms of abilities. Each ability, in turn, has one of four possible maneuvers that determine when it can be used.

Active Maneuvers

Reactive Maneuvers

Passive Maneuvers

Slow Maneuvers