Combat
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Actions in a Round
Psionics and the Expanded Psionics Handbook introduced two new action types, the Swift and Immediate actions. While these have since become part of the standard 3.5 D&D ruleset, some additional clarification is probably in order.
A swift action is a free action you can only take on your turn, and you only receive one per round.
An immediate action is a free action that you can use when it's not your turn, you only receive one per round, and if you use it, you can't take a swift action.
It sounds fairly complex, but it's fairly simple. Here's a breakdown of the actions in a single full round; actions listed to the left take more time. You can trade down, but not up or across.
| Full Round Action | ||
| Full Attack Action | Immediate Action | |
| Standard Action | Move Action | Swift Action |
| Move Action | ||
| Free action (any number) | ||
| No action | ||
Clarifications
Combat Reflexes
In Arcana Evolved it is possible to gain multiple Attacks of Opportunity on the same foe, if the provoking is done by different actions. One move through multiple threatened squares is one action.
Power Attack
Arcana Evolved uses the 3.0 rules. Two-handed weapons receive +1 damage for every -1 attack penalty.
Weapon Sizes
Arcana Evolved uses the 3.0 weapon size rules.
Exotic Weapons
Instead of having to choose the Exotic Weapon Proficiency feat for each exotic weapon, Arcana Evolved groups exotic weapons into two large categories (Heavy and Agile). We use the Arcana Evolved groups. Most new exotic melee weapons designed for D&D will automatically belong to the Exotic/Heavy group. In a few obvious cases, exotic melee weapons might belong to the Exotic/Agile group, but this will be handled on a case-by-case basis. Exotic ranged weapons designed for D&D automatically belong to the Exotic/Agile group.
