Reference: Actions

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Vutall
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Reference: Actions

Post by Vutall » Fri May 15, 2020 2:53 am

Actions
During a combat Round, every character may take Actions on their Turn. Although a character’s Stance can limit what kind of Actions they may take, in general a character may take one of the two following options:

c One Complex Action + Free Actions
c Two Simple Actions + Free Actions

Free Actions are minor activities that do not disrupt a character’s ability to perform other tasks during the course of their Turn. Unless otherwise specified, a character may only perform each Free Action a maximum of once per Round. Simple Actions are more complicated tasks that require more of a character’s attention, but not so much that he is not capable of taking more than one action at a time. Complex Actions are elaborate or time-consuming efforts that require all of a character’s attention in order to complete.

FREE ACTIONS
Draw a weapon (small)
Speak (up to five words)
Move Action (Water x5 ft.)
Pull out a spell scroll
Drop a weapon/ item

SIMPLE ACTIONS
Activate a Kata (see Book of Water)
Draw a weapon (medium or large)
Move Action (Water x10 feet)
Dismount a horse
Drop a weapon/ item
Guard someone (see Maneuvers)
Pick up a weapon/ item P
Put away a spell scroll
Speak (more than five words)
Stand up (from Prone)

COMPLEX ACTIONS
Make an attack (melee or ranged))
Cast a Spell
Skill Use (any non Weapon Skill)
String a bow for use
Mount a horse


MOVE ACTIONS Characters in L5R can move a certain amount per round depending upon the Action or Actions they devote to that task. Actions correspond to the following movement rates:

c Free Action: A number of feet equal to fi ve times the character’s Water Ring
c Simple Action: A number of feet equal to ten times the character’s Water Ring.
c Complex Action: These are not normally available, but some mechanics can require a character to perform specifi c tasks as Complex Move Actions.

A character may not move more than twenty times his Water Ring in feet per round unless he has an ability that increases his maximum possible movement per round. Movement is also modified by the type of terrain where characters are located. It is far easier to run down a city street, for instance, than a rocky beach. It is ultimately up to the Game Master to determine what level of terrain any particular area falls under.

Terrain types and the movement penalties they incur include:
c Basic: City streets, plains, sparse forest, etc. A character has no movement penalties in basic terrain.
c Moderate: Tall grass, foothills, beaches, etc. A character’s Water Ring is considered one Rank lower (to a minimum of one) for the purposes of determining how far he can move using Move Actions when on moderate terrain.
c Difficult: Mountains, dense forest, hip-deep water, etc. A character’s Water Ring is considered two Ranks lower (to a minimum of one) for the purposes of determining how far he can move using Move Actions when on difficult terrain. GMs may optionally choose to assign penalties to physical rolls (both Skill and Trait rolls) made in Difficult terrain, typically a –5 or –10 to the roll, if it seems appropriate.
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