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 Post subject: Actions question
PostPosted: Sat Mar 22, 2014 11:01 am 
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Wild-Eyed Zealot
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Joined: Fri Sep 17, 2004 7:56 am
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Location: France
The rule says that each round, a character may move its normal speed and do one thing for each of its action dice. This means that a character cannot do an action (as ranged attack) and then move ?

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 Post subject: Re: Actions question
PostPosted: Sat Mar 22, 2014 11:47 am 
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Cold-Hearted Immortal
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I don't think that the order matters.

You can do A and B, but you need not do A then B.

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Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.


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 Post subject: Re: Actions question
PostPosted: Sat Mar 22, 2014 1:05 pm 
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Tight-Lipped Warlock
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I agree with Raven_Crowking.

I really like this approach to combat.


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 Post subject: Re: Actions question
PostPosted: Sat Mar 22, 2014 3:36 pm 
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Hard-Bitten Adventurer

Joined: Fri Apr 08, 2011 9:43 am
Posts: 148
Location: Chicago
If you are asking about the rule for use with minis I think the important thing is that you can't move a little then fire your bow and then move again, because that would mean you could shoot at somebody without ever exposing yourself. That would also be doing three things, not two.

I played Star wars minis with Joseph Goodman years ago and move and attack or attack and move were the backbone of the game.

I imagine something like firing a bow while running could be a Mighty Deed of Arms.

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 Post subject: Re: Actions question
PostPosted: Mon Mar 24, 2014 8:28 am 
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Hard-Bitten Adventurer

Joined: Thu Jul 05, 2012 5:07 pm
Posts: 154
The relay run missle fire MIGHTY DEED!

Running and gunning is not just for Elves anymore!


I read the rule the same way. Move and action or action and then move.


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 Post subject: Re: Actions question
PostPosted: Mon Mar 24, 2014 9:37 am 
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Cold-Hearted Immortal
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Joined: Fri Mar 16, 2012 11:41 am
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The way I read the rules, once you have two Action Dice, you should be able to move, shoot with your lower Action Die, and move again.

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SoBH pbp:

Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.


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