[color=ed1c24]IMPORTANT! IMPORTANT! IMPORTANT! [/color] GENERAL COMBAT RULES: 6 turns per round.. Roll for initiative at the beginning of each round (D20 + mods, Highest first) . 4 points to spend per turn (Dexterity extremes below <7 and >18 modify). 2 free moves per turn. [u]Free moves:[/u] Speech, drawing or sheathing a small weapon, insta-cast spells, free reroll on a ranged attack if the first missed and the enemy is unaware of your location. [u]1 point cost moves:[/u] Move 1 block. Aiming ranged weapon, firing ranged weapon & reloading ranged weapon(crossbow = 3 points reload). Aim a casting spell or recall a spell. Go prone, stand up or hide (when a hiding place is less than 1 block away). Draw medium-large weapon. [u]2 point cost moves:[/u] Move 2 blocks, move 1 block while sneaking/prone. Draw huge weapon. Basic melee attack (small weapon) Fire a spell. Take defensive stance (requires a shield) for positive AC modifier. [u]3 point cost moves:[/u] Move 3 blocks, move 2 blocks while sneaking/prone. Basic melee attack. (Medium-large weapon) Scale head height obstacle. Jump over ( run and jump a gap ). Take cover [u]4 point cost moves[/u] Move 4 blocks, move 3 blocks while sneaking/prone Basic melee attack. (Huge weapon) Charge ( move two blocks and basic melee attack ) Retreat ( move 5 blocks in the opposite direction of the closest enemy ) Sprint ( Move 5 blocks, lose 1 point next turn to spend) Aid an Ally (drag an ally 2 blocks or help an ally up and move 1 block with/without them) Let me know if I have missed anything, as well as your thoughts on this system.