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Secondly, in real time fights, you can move around freely and stop attacking whenever you want. Its just that these timers will continue to run in the background. There is no locks.
You should enable the icons on top of the characters to see whats going on.
Move action is just that - it's the action you can take if you need to move up to your character's current speed. Then you can still perform any free actions, one swift action, and one standard action. A 5-foot step is not a move action.
Spending all attacks per round has to be a full round action, therefore, it can only be combined with 5-foot-step, a swift action, and free actions.
Example of free action: monk's perfect strike.
Example of swift action: a quickened spell.
Example of standard action: casting a normal spell, or attacking once.
Example of full round action: full round attack (all APR), moving farther than your character's speed (up to x2).
Examples of what you can do in a single round:
A Monk activates perfect strike (free action), extra attack (swift action), and then proceeds to do a 5-foot step towards a nearby enemy and does a full round attack against it.
A wizard moves into range within the limits of his move action, and then casts quickened mind fog (swift action) and confusion (standard action).
that is incorrect. the move action is when you move more than 5', moving 5' (or less) is a 5' step. You can move up to your move speed (often 30') as a Move action. A move action is not a Standard Action, you can do both in the same round.
Charge allows you to do a double move, in a straight line, and attack with some bonuses. The 5' step has the advantage it does not provoke AoO (while a move action normally will)
the real time does make this a bit messy to look at.
When i stand in front of enemy right after the attack the timer shows: 6 seconds until the next round starts
So in my world you can‘t do anything until these 6 seconds have past and then you have 1 move action + 1 attack action
But in fact you can move around like you want no matter if the 6 second timer for rounds has passed or not
So the move-actions actually dont exist in rtwp mode because you are complet free to move?
Maybe someone has an example for me☺️
I see what you mean, but I don't know if I can explain it well. In RTwP, you have free movement, else it wouldn't be RTwP if you clicked somewhere and the character had to stand for up to 6 seconds to do anything. That would basically be turn based with extra steps.
The move actions still exists in RTwP mode but if you use a move action ( = move more than 5 feet which is not a lot, really), then you reset your round. You can still run around with the character because it's real time but you can't use full round actions (i.e. full round attack) until your round resets (in 6 seconds because your round takes 6 seconds in real time mode). I hope this makes sense...
1. RTWP will just muddle, mix, compress, break, ignore game rules, to give a real-time experience the game was not supposed to give. So if you are interested in the action economy (the MAIN mechanic of the game), start playing Turn based. there's a reason next Owlcat game, and Larian studios will go full turn-Based and scrap RTWP gameplay
So, since we now are in turn-based, it works like this.
Every turn is around 6 seconds.
The turn is divided in
Free Movement (5 ft)
Movement Action
Standard Action
Swift Action
Free Action
-- Free Movement (5ft) will make you leave the are of attack of opportunity of an enemy, but will cancel your movement for the turn. It is used by ranged characters to move away from melee opponent and cast/shoot without getting attack of opportunity. You can't use this action in RTWP.
-- Movement Action. You can move OR use actions that specify "Use this as a move action", like the witch Cackle
-- Standard Action. You attack (once), cast spells, use abilities
-- FULL ROUND ACTION. Some spells like Summon Monster, or a Full Attack(attacking multiple times) will take BOTH Movement and standard action, leaving you ONLY with the Free Movement (5ft) to move.
-- Swift Action. 1 per turn. Inquisitor Judgment, Bane. Magus Arcana. Quickened Sepells, Shifter aspect etc. They do not affect standard and movement
-- Free Action. X per turn (need confirmation). Can't make an example since it is pretty rare and nothing comes to mind, but there are a lot in-game.
CONCLUSION.
When you play in Turn-based this is what you can do EVERY round (enemies also), so you need to strategyze and know how/when to use the available actions
When you play RTWP all i explained above gets compressed/broken/skipped, and everything is a lot messier. So Free/Swift actions appear like instants, but with a 6 seconds cooldown and you don't understand why
Yes, you can do as many free actions in a round as you like. That's why it's free. There is no limit on how many you can make during your round, although there are DMs in tabletop who will limit this.
Examples of free actions: spell master's abilities are free actions (that's why you can empower and add CL to your next spell at the same time and still do a swift action); dreadful carnage in the dazzling display feat chain is also technically a free action which you do automatically. Most toggles are also free actions - i.e. toggling a magic rod on/off.