Difference between revisions of "Actions"

From Viridian TTRPG Wiki
Jump to navigation Jump to search
(Layout changes + updates + new mechanics)
 
Line 1: Line 1:
<center>__TOC__</center>
<div style="float:left; margin:15px; max-width:30ch;">__TOC__</div>
'''Action-Points (AP)''' are a critically important resource that determines the time and energy cost of actions in combat and time-sensitive situations. '''Actions/Commands''' often cost a certain amount of Action-Points to execute and recover quickly to allow the character to move and act. By default, characters have base amount of '''100 AP''' to work with and gain additional MaxAP through character progression. Action-Points is described as being an abstraction of '''speed, reflexes and execution of actions''' a character performs within the time permitted on their turn; higher MaxAP indicates the character is generally faster in executing multiple commands whereas discounts to specific actions to cheapen their AP cost means faster and more efficient execution of specific actions.
<div style="max-width:125ch; margin:auto; text-align:left;">
 
'''Action-Points (AP)''' are a critically important resource for Adventurers that determines the time and energy cost of actions they take in combat and time-sensitive situations. Actions/Commands often cost a certain amount of Action-Points to execute and recover quickly to allow the character to move and act.
 
By default, characters have base amount of '''100 AP''' to work with and gain additional MaxAP through character progression. Action-Points are described as being an abstraction of '''speed, reflexes and skill''' when an Adventurer performs actions and limits how much they can do on their turn.


=Glossary=
=Glossary=
==Action / Command==
==Action / Command==
An '''Action''' or '''Command''' are interchangeable terms to describe a character skill or ability that has a meaningful effect upon the game environment. Commands are usually called by players to their characters.
An '''Action''' or '''Command''' are interchangeable terms to describe a character skill or ability that has a meaningful effect upon the game environment. Commands are usually called by players to their characters. In Maptool, Commands can usually be used through Programmable Macros that use a token's properties and performs the necessary calculations with the click of a button.


==Action Points==
==Action Points==
'''Action Points (AP)''' are a special resource that determines how many actions a character can execute per round. All characters have a '''minimum of 100 Action-Points''' in order to execute actions regardless of their build. AP is an abstraction of time and speed that a character has to act during a combat scenario. When a character has insufficient AP to execute an action, the character runs out of time to complete any action before their turn ends and another begins.
'''Action Points (AP)''' is the resource Adventurers use to use their commands, actions and abilities in battle and time-sensitive situations. Adventurers start with 100 AP and can increase it by investing in [[Attributes|Agility]] points and other bonuses. AP replenishes at the start and end of each of their turns.
 
==Action Overflow==
'''Action Overflow''' is a mechanic that can be used by character to execute an action even if they have '''insufficient AP''' to pay the entire cost. The Action-Points gained from ending the character's turn '''must cover the remainder cost''' of the action, or the action will '''fail'''. This is considered a risky tactic because doing so will limit a character's ability to act outside their turn and the actions they can take in the next turn.


==Action Types==
==Action Types==
===Standard Action===
===Standard Action===
A '''Standard Action''' usually costs '''50 AP''' to execute. Also known as a basic action, a character may be able to execute multiple standard actions in a turn. Standard actions are the most common type of action performed by a character, and any action not specifically referred to by type will be considered to be a Standard action.
A '''Standard Action''' usually costs '''50 AP''' to execute. Also known as a basic action, a character may be able to execute multiple standard actions in a turn. Standard actions are the most common type of action performed by a character, and any action not specifically referred to by type will be considered to be a Standard action.
While an Adventurer can use multiple Standard Actions in a turn, most Standard Actions cannot be executed if they lack the necessary AP to do so.


===Advanced Action===
===Advanced Action===
An '''Advanced action''' usually costs '''100 AP''' instead of 50. These types are actions are usually longer to execute and more elaborate to perform than Standard Actions. However, if a character gains additional MaxAP or is able to discount the AP cost of certain actions, a character may be able to execute multiple advanced actions in a single round.
An '''Advanced action''' usually costs '''100 AP''' instead of 50, but could be any other value, as specified. These types are actions are usually longer to execute and more elaborate to perform than Standard Actions. When Advanced Actions use more AP than the Adventurer's maximum AP, Adventurers can be set into a channelling state until they receive enough AP in order to execute the action fully. While channelling, they may have restrictions on what they can do, based on the instruction of the action itself.
 
Due to the nature of this type of action, the Adventurer cannot use an Advanced Action unless they have at least half of their maximum AP when executing the action. Advanced Actions can be executed earlier if they have more AP.


===Full-Round Action===
===Full-Round Action===
A '''Full-Round Action''' has a fixed cost equal to the character's '''Max AP''' to execute, nothing short of AP discounts can lower the cost of these types of actions. A character may use '''Action Overflow''' to execute a command with a Full-Round Action cost, but only if the amount of AP they gain at the end of their turn can cover the cost. Full-Round actions may be used for '''powerful abilities''' that really do take up a character's entire turn and cannot necessarily be sped-up or interleaved with other actions.
A '''Full-Round Action''' has a special cost that is technically all the AP that the Adventurer possesses, or multiple thereof. Full-Round actions may be used for '''powerful abilities''' that really do take up entire turns of a Adventurer's and cannot necessarily be sped-up or interleaved with other actions except for special circumstances.
 
Due to the nature of this type of Action, the Adventurer cannot use this Action unless they have less than half their Maximum AP and cannot use any other Action other than a Full-Round Action.


===Quick-Action===
===Quick-Action===
A '''Quick Action''' usually costs '''25 AP''' and used for actions that do not demand a lot of time or effort to execute. There may be limitations to how many times one can perform a Quick action, unless otherwise stated, this limit is '''once per round'''.
A '''Quick Action''' usually costs '''25 AP''' and used for actions that do not demand a lot of time or effort to execute.


===Free Action===
===Free Action===
A '''Free Action''' costs '''no AP''' to execute, but may have severe limitations to how many times this can be performed per round. Like a Quick Action, this limit is '''once per round''' unless specified, however this once is '''per action''' not all actions; '''multiple free actions''' can be executed in the same round, but the same free action cannot. It is more likely a Free Action can be afforded in conjunction with another action that costs AP, such as a mode-change. '''Talking''' may be considered a Free action with the limitation that one cannot speak longer than the total time taken to perform any and all actions that round, or if the round contains no actions, no more than '''6 to 8''' seconds of speaking.
A '''Free Action''' costs '''no AP''' to execute, but may have severe limitations to how many times this can be performed per round, usually you be only allowed to use each instance of a Free Action '''once per round'''. It is more likely a Free Action can be afforded in conjunction with another action that costs AP.
 
'''Talking''' may be considered a Free action with the limitation that one cannot speak longer than the total time taken to perform any and all actions that round, or if the round contains no actions, no more than '''6 to 8''' seconds of speaking.


=Mechanics=
=Mechanics=
==AP Recovery: Start and End of Turn==
==AP Recovery: Start and End of Turn==
Characters usually begin with either '''Half or ALL their Max AP''' at the beginning of battle, as determined by the Game-Master. From that point on, characters use commands/actions and spend AP to play. When a character ends their turn, they regain Half of their Max AP, up to their MaxAP stat. The character gains another Half of AP at the start of their next turn.
Adventurers usually begin with '''ALL their Max AP''' at the beginning of battle. From that point on, characters use commands/actions and spend AP to act. When a character ends their turn, they regain Half of their Max AP, up to their MaxAP stat. The character gains another Half of AP at the start of their next turn.
 
==Advanced / Full-Round Channelling==
Because Advanced and Full-Round Actions have very high AP costs to execute, sometimes more than what an Adventurer can physically hold based on their Max AP stat; they must instead '''Channel''' their action or ability over a number of turns before they can execute the action fully.
 
'''Advanced Actions''' can have a cost of 100 AP or higher, if the cost is higher than the Adventurer's Max AP, they will begin '''Channelling all their available AP to the action'''. While Channelling, the Adventurer '''cannot take any actions that involve the use of AP''', they can choose to dismiss the channelling however the action will be cancelled, and the AP will be lost. When an Adventurer gains enough AP to meet the requirement for the Advanced Action, the action will be executed and its effects will activate.
 
'''Advanced Action Demonstration'''
> An Adventurer has <code>'''120 AP'''</code>, due to having 120 Max AP, they use an Advanced Action that requires <code>'''200 AP'''</code> to execute.
> Adventurer begins channelling their Advanced-Action, '''expends 120 AP'''. Action is now '''120/200 AP complete'''.
> Adventurer ends their turn, '''gains 60 AP''', expends '''60 AP automatically''' to their Advanced Action. Action is now 180/200 complete.
! Adventurer '''cannot use actions that cost AP''' during this round due to channelling!
> Adventurer's turn begins, gains 60 AP, expends 20 AP automatically. Action is now 200/200 complete.
'''Adventurer is left with 40 AP, and executes their Advanced Action on this turn.'''
 
'''Full-Round Actions''' work similarly to Advanced Actions in terms of channelling, however instead of a required amount of AP, the action may require the Adventurer to channel for a '''certain amount of turns/rounds''' before it can be executed properly. Whereas Advanced Actions can be sped up by Adventurers with high Agility/Max-AP, Full-Round Actions are strictly time-based and '''cannot be sped up'''.


The purpose of splitting AP recovery in half is to serve the '''Action Overflow''' and '''Reaction''' game mechanics. Reactions outside a character's turn cannot function without the necessary AP to pay the cost, and Overflow cannot be afforded if the character lacks the necessary AP gained from ending its turn. If a character does not spend AP for either of these actions, they should have recovered all their AP by the start of their next turn.
'''Full-Round Action Demonstration'''
> An Adventurer has <code>'''120 AP'''</code>, due to having 120 Max AP, they use a Full-Round Action that requires <code>'''1 round'''</code> to execute.
> Adventurer begins channelling their Full-Round Action, '''expends 120 AP'''. Action is now '''0/1 rounds complete'''.
> Adventurer ends their turn, '''gains 60 AP''', expends '''60 AP automatically''' to their Full-Round Action. Action is still 0/1 complete.
! Adventurer '''cannot use actions that cost AP''' during this round due to channelling!
> Adventurer's turn begins, gains 60 AP, Action is now 1/1 complete.
'''Adventurer is left with 60 AP, and executes their Full-Round Action on this turn.''' The Adventurer keeps 60 AP because channelling ceased on the turn the condition was met.


[[Category: Mechanics]]
[[Category: Mechanics]]

Latest revision as of 13:51, 7 May 2022

Action-Points (AP) are a critically important resource for Adventurers that determines the time and energy cost of actions they take in combat and time-sensitive situations. Actions/Commands often cost a certain amount of Action-Points to execute and recover quickly to allow the character to move and act.

By default, characters have base amount of 100 AP to work with and gain additional MaxAP through character progression. Action-Points are described as being an abstraction of speed, reflexes and skill when an Adventurer performs actions and limits how much they can do on their turn.

Glossary

Action / Command

An Action or Command are interchangeable terms to describe a character skill or ability that has a meaningful effect upon the game environment. Commands are usually called by players to their characters. In Maptool, Commands can usually be used through Programmable Macros that use a token's properties and performs the necessary calculations with the click of a button.

Action Points

Action Points (AP) is the resource Adventurers use to use their commands, actions and abilities in battle and time-sensitive situations. Adventurers start with 100 AP and can increase it by investing in Agility points and other bonuses. AP replenishes at the start and end of each of their turns.

Action Types

Standard Action

A Standard Action usually costs 50 AP to execute. Also known as a basic action, a character may be able to execute multiple standard actions in a turn. Standard actions are the most common type of action performed by a character, and any action not specifically referred to by type will be considered to be a Standard action.

While an Adventurer can use multiple Standard Actions in a turn, most Standard Actions cannot be executed if they lack the necessary AP to do so.

Advanced Action

An Advanced action usually costs 100 AP instead of 50, but could be any other value, as specified. These types are actions are usually longer to execute and more elaborate to perform than Standard Actions. When Advanced Actions use more AP than the Adventurer's maximum AP, Adventurers can be set into a channelling state until they receive enough AP in order to execute the action fully. While channelling, they may have restrictions on what they can do, based on the instruction of the action itself.

Due to the nature of this type of action, the Adventurer cannot use an Advanced Action unless they have at least half of their maximum AP when executing the action. Advanced Actions can be executed earlier if they have more AP.

Full-Round Action

A Full-Round Action has a special cost that is technically all the AP that the Adventurer possesses, or multiple thereof. Full-Round actions may be used for powerful abilities that really do take up entire turns of a Adventurer's and cannot necessarily be sped-up or interleaved with other actions except for special circumstances.

Due to the nature of this type of Action, the Adventurer cannot use this Action unless they have less than half their Maximum AP and cannot use any other Action other than a Full-Round Action.

Quick-Action

A Quick Action usually costs 25 AP and used for actions that do not demand a lot of time or effort to execute.

Free Action

A Free Action costs no AP to execute, but may have severe limitations to how many times this can be performed per round, usually you be only allowed to use each instance of a Free Action once per round. It is more likely a Free Action can be afforded in conjunction with another action that costs AP.

Talking may be considered a Free action with the limitation that one cannot speak longer than the total time taken to perform any and all actions that round, or if the round contains no actions, no more than 6 to 8 seconds of speaking.

Mechanics

AP Recovery: Start and End of Turn

Adventurers usually begin with ALL their Max AP at the beginning of battle. From that point on, characters use commands/actions and spend AP to act. When a character ends their turn, they regain Half of their Max AP, up to their MaxAP stat. The character gains another Half of AP at the start of their next turn.

Advanced / Full-Round Channelling

Because Advanced and Full-Round Actions have very high AP costs to execute, sometimes more than what an Adventurer can physically hold based on their Max AP stat; they must instead Channel their action or ability over a number of turns before they can execute the action fully.

Advanced Actions can have a cost of 100 AP or higher, if the cost is higher than the Adventurer's Max AP, they will begin Channelling all their available AP to the action. While Channelling, the Adventurer cannot take any actions that involve the use of AP, they can choose to dismiss the channelling however the action will be cancelled, and the AP will be lost. When an Adventurer gains enough AP to meet the requirement for the Advanced Action, the action will be executed and its effects will activate.

Advanced Action Demonstration
> An Adventurer has 120 AP, due to having 120 Max AP, they use an Advanced Action that requires 200 AP to execute.
> Adventurer begins channelling their Advanced-Action, expends 120 AP. Action is now 120/200 AP complete.
> Adventurer ends their turn, gains 60 AP, expends 60 AP automatically to their Advanced Action. Action is now 180/200 complete.
! Adventurer cannot use actions that cost AP during this round due to channelling!
> Adventurer's turn begins, gains 60 AP, expends 20 AP automatically. Action is now 200/200 complete.

Adventurer is left with 40 AP, and executes their Advanced Action on this turn.

Full-Round Actions work similarly to Advanced Actions in terms of channelling, however instead of a required amount of AP, the action may require the Adventurer to channel for a certain amount of turns/rounds before it can be executed properly. Whereas Advanced Actions can be sped up by Adventurers with high Agility/Max-AP, Full-Round Actions are strictly time-based and cannot be sped up.

Full-Round Action Demonstration
> An Adventurer has 120 AP, due to having 120 Max AP, they use a Full-Round Action that requires 1 round to execute.
> Adventurer begins channelling their Full-Round Action, expends 120 AP. Action is now 0/1 rounds complete.
> Adventurer ends their turn, gains 60 AP, expends 60 AP automatically to their Full-Round Action. Action is still 0/1 complete.
! Adventurer cannot use actions that cost AP during this round due to channelling!
> Adventurer's turn begins, gains 60 AP, Action is now 1/1 complete.

Adventurer is left with 60 AP, and executes their Full-Round Action on this turn. The Adventurer keeps 60 AP because channelling ceased on the turn the condition was met.