Turns & Durations

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Sonder Fantasy

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Initiative

Initiative is often decided by whoever initiates combat. Their forces will go first in any order, followed by the opposing force in any order afterward.

Should the initiative in combat be undecided, a [General+Dexterity] check shall be used to decide.

In PVP this method can be used, but due to the larger variety of player allegiances we advise this:
Each player rolls [General+Dexterity]. The highest roll goes first, then the next highest goes second, etc.



Turns

Turns in events will often be split between a Player Turn and an Enemy Turn. In this method, anyone can emote and act in any order so long as it is their "team's" turn.

In the method we advise for PVP however, each individual will have their own turn to keep track of.

If someone joins an ongoing combat, their turn will begin after two turns are completed.



Durations

Often times for the various durations of effects or abilities, you will hear the term "rounds". A round is a full cycle of everyone's turns, until the turn that started the duration occurs and ends again.

For example: Let's say someone drinks a Strength Potion that lasts for 1 round. They gain this benefit for their current turn, all turns afterwards, and their next turn as well. The effects of the potion will end at the end of their following turn as demonstrated above.
 
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