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roleplaying:d20turnadvanced

Advanced Turn Sequence

Initiative

Roll initiative as normal.

Method A

  • The highest initiative places their counter on the track first.
  • Each lower initiatives places their counters 24 segments after the preceding higher initiative.

Method B

  • The highest initiative places their counter on the track first.
  • Each lower initiatives places their counters the number segments that their initiative roll differs from the the preceding higher initiative.

Weapons

Note - in the case of weapons with ammunition, the speed refers to using a loaded weapon, not to how long it takes to load.

Movement

Movement in squares on a battlemap. One square = 5 feet.

  • Walk
    • 15 feet: 8 per square
    • 20 feet: 6 per square
    • 30 feet: 4 per square
    • 40 feet: 3 per square
    • 50 feet: 12 per 5 squares
    • 60 feet: 2 per square
  • Hustle
    • 15 feet: 4 per square
    • 20 feet: 3 per square
    • 30 feet: 2 per square
    • 40 feet: 3 per 2 squares
    • 50 feet: 6 per 5 squares
    • 60 feet: 1 per square
  • Run (+3)
    • 15 feet: 8 per 3 squares
    • 20 feet: 2 per square
    • 30 feet: 4 per 3 squares
    • 40 feet: 1 per square
    • 50 feet: 4 per 5 squares
    • 60 feet: 2 per 3 squares
  • Run (+4)
    • 15 feet: 2 per square
    • 20 feet: 3 per 2 squares
    • 30 feet: 1 per square
    • 40 feet: 3 per 4 squares
    • 50 feet: 3 per 5 squares
    • 60 feet: 1 per 2 squares

Spells

Components

  • In pockets: 8
  • In pouches: 16
  • In backpack: 32

Not sure where components are = x2

Casting Times and Duration

1 hour = 14400 segments 1 minute = 240 segments 1 round = 6 seconds = 24 segments 1 second = 4 segments

Time based spells

  • Haste - halves the length of time needed for any task.
  • Slow - doubles the length of time needed for any task.
roleplaying/d20turnadvanced.txt · Last modified: 2013/03/20 20:00 by 127.0.0.1