Combat

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Rules that are not published in the Rules Cyclopedia.

  • Armor, donning:
    The amount of time it takes to don armor depends on the type of armor (usually anywhere from 2 to 5 minutes; suit armor may take about 30 minutes to don, with assistance).
    The amount of time it takes to don armor may be halved with a successful Dexterity check. Thereafter, for each successful Dex check made each round, another round is removed from the time needed, up to a total of a minimum of one-fourth the normal time needed to don that particular type of armor.
  • Weapons, drawing:
    One-handed weapon drawn and attacked with — can be accomplished in same round.
    Large or two-handed weapon drawn — takes one full round. Can attack in same round with successful dexterity check (but still loses initiative, as all two-handed weapons do).
    Large or two-handed weapon drawn from back sheath or otherwise worn on the back — always takes one full round to draw (attack next round).
  • Shield, readying:
    Shield donned and ready for combat — one full round to pick up, mount on arm, and make ready (effective next round).
    Shield donned and ready for combat when carried on back — takes 1 1/2 rounds to ready (meaning not effective until third round); if successful Dex check made, can be ready in one round (effective on second round).
  • Weapons, switching:
    One-handed to another one-handed weapon and still attack — takes one round, but character loses initiative.
    Any weapon to any large or two-handed weapon (or vice versa) — full round (cannot attack until next round).
    Small-sized weapon to any size of weapon (or vice versa) and still attack — takes one round, and character can still strike first (if winning initiative) if successful Dex check made.
    (Does NOT apply to non-small or two-handed weapon sheathed or otherwise carried on the back.)
    Dropping any weapon and drawing another any other weapon, and attacking — takes one round (normal initiative applies).
  • Getting up (after being knocked over, such as from a successful strike from a dragon’s tail):
    A character can get up on their feet, but also automatically loses initiative. Or, if they make a successful Dex check, they can 1) move 5 feet, OR 2) roll for initiative normally (but, if it’s Individual Initiative, they don’t get their Individual Initiative Dex bonus for that round, since they already made the successful Dex check).
    Getting up, re-arming with weapon, and attacking (again, such as after being knocked over by a dragon’s tail strike) — can be done in one round, though initiative is automatically lost. If character is disarmed, they can retrieve their weapon (assuming it hasn’t been otherwise moved or lost, such as down a pit), or switch to a new weapon (though normal drawing weapon rules apply).

Combat

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