[CRP] Expanded Actions and Reactions

Gildefyre

Commoner
Expanded Actions: These new actions allow players more options during combat. For the most part, these new actions focus on integrating some magic effects into the melee and ranged gameplay with non-magical flavor. Others provide options for more dynamic movement, or granting a major tactical advantage in exchange for a major tactical disadvantage. These new actions emphasize teamwork and coordination, which foster creative and cohesive roleplay!

Grapple: Allows a character to prevent a target’s movement, rolling Str against their Str/Agi. A successfully grappled character may be forcibly dragged by their attacker at half movement speed. A grapple ends when the attacker takes damage. A grappled character may be disarmed as a reaction.

Blind: Allows a character to inflict the Blindness / Blinded status effect on a target, rolling Agi against their Def/Agi. Blindness lasts until the end of the target’s next turn. (Ex. Kicking up sand, spitting into eyes, dropping sawdust from above, etc)

Ignite: Allows a character to inflict the Burning status effect on a target, rolling Str/Agi against their Def/Agi. Burning lasts for 3 rounds, dealing 1 damage on each. (Ex. dumping heated oil/water/sand, pressing against a character with a hot material, setting fire to an article of flammable clothing, thrown acid, etc)

Stun: Allows a character to inflict the Shocked status effect on a target within melee range, rolling Str/Agi against their Def/Agi. Shocked lasts until the end of the target’s next turn, preventing them from making attacks. (Ex. A heavy blow to the head or stomach, an abrupt, deafening noise at close range, drenching in freezing water, throwing sneezing powder, etc)

Brace: Allows a player to add +3 to their next defensive roll, at the cost of being unable to move or attack until they make said roll or unbrace themselves. (Ex. Planting one’s shield, preparing to leap behind a parapet, layering magical defenses)

Ready: Allows a player to add +3 to their next offensive roll, at the cost of being unable to defend or take any other non-movement action until they make said roll or unready themselves. (Ex. Striking at a weak point in armor, aiming a crossbow, gathering excessive magical energies)



Expanded Reactions: These reactions add additional depth to what can be achieved in combat, adding some sorely-needed cross-attribute utility. These should help further break down the necessity of an optimized stat array without erasing the identities, strengths, and weaknesses of each stat. Strength focuses on brutal counter-attacks, Defense on guardianship, Agility on sharp-eyed mobility, Intelligence on passively and actively manipulating reality. Crucially, all of these reactions are only usable after succeeding at the default Agility contested roll, and are of course subject to the one reaction per round limit.

Counter: Allows a player to crush through an incoming melee attack with one of their own, rolling Str and canceling one of their target’s attacks. Requires a melee weapon.

Guard: Allows a player to intercept magical projectiles with their shield, rolling Def to attempt to block the spell. Alternatively, allows a player to defend a target within melee range from a single incoming attack of any kind, rolling Def to attempt to block the attack. Requires a shield.

Dodge: Allows a player to leap, duck, dash, or tumble to safety, rolling Agi against an incoming magical or non-magical attack.

Riposte: Allows a player to make a single light, precise attack against an approaching enemy, rolling Agi as a melee attack. Requires a one-handed weapon.

Ward: Allows a player to enhance their defenses with magic, reducing the damage they take from the next non-magical melee or ranged attack by 1. Requires spellcasting ability.
 
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