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Legend of Zelda RPG/1e
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===Actions in Combat=== '''Attack''' (Single action): Roll a check with the relevant skill to attack someone with your weapon. Opposed by the target's defense. Each success deals one damage increment to the target, as defined by your weapon. Ties count as successes for your opponent, and unopposed dice count as normal successes. '''Recover''' (Single action): Used after attacking with a |heavy| weapon; you must do this before you can move or use the weapon again (though you can take other actions, such as making an unarmed attack or dropping your weapon). '''Load''' (Varies): Prepare ammunition for a ranged weapon. Ranged weapons that launch projectiles (as opposed to being projectiles themselves) must be loaded before you may use them to attack. Some weapons (such as bows) can be loaded as a free action, while others (such as crossbows) may take an action to load, and still others (cannon, trebuchets) may take more than one action. '''Passive Defense''' (Non-action): Used whenever you're attacked, unless you've readied a form of active defense. Roll Physical Courage or Physical Wisdom (your choice) to oppose your opponent's attack. Ties count as successes for you, and if you keep more dice than your opponent, each unopposed die can be used to negate one success scored by your opponent. '''Active Defense''' (Single action): Ready a defense against a specific opponent. Whenever that opponent attacks you before your next turn, you use one of the following defenses (chosen as you declare this action) in place of your passive defense to oppose the attack. Regardless of which one you choose, ties count as successes for you, and if you keep more dice than your opponent, each unopposed die can be used to negate one success scored by your opponent. In addition, when you take an Active Defense action you may move up to 1/2 your speed as part of the action, and this movement does not provoke opportunity attacks. Any move actions taken during your turn after readying Active Defense are made at 1/2 speed, but do not provoke opportunity attacks. *Unskilled Active Defense: This uses your normal Passive Defense roll, but has all the other normal characteristics of an Active Defense. *Shield defense: Roll |Shield| (Courage) to defend. Additionally, you gain the damage reduction benefit of your shield for any damage taken from the attack. Even if the attack deals no damage, it still makes contact (with your shield), which may be important for electrified attacks and similar effects. *Acrobatic defense: Roll |Acrobatics| (Wisdom) to defend. Additionally, you may move 1 space as a free action (part of your defense), plus one additional space for each success you score over your attacker's total number of successes. This movement does not negate the attack you're defending against, and it never provokes opportunity attacks. *Other active defense: Certain techniques may allow you to take other forms of active defense; these options are detailed under the technique that grants them. '''Total Defense''' (Double action): Same as active defense, but the defense you ready is applied to all attacks against you until your next turn; you do not need to choose a specific opponent. '''Move''' (Single action): Move a number of spaces up to your Movement, in any path you like. '''Flee''' (Double action): Move a number of spaces up to twice your Movement, in any path you like. When using this action, you do not provoke opportunity attacks for the first square of movement. '''Stand Up''' (Single action): Get back on your feet from a prone position. '''Shove''' (Single action): Roll Physical Power against an enemy within arm's reach, opposed by your enemy's Physical Power or Physical Wisdom (their choice). Ties count as successes for you. For each success you score, push the opponent back 1 space; modifiers for forced movement based on Mass apply to this movement. If you scored at least two more successes than your opponent did, the opponent is also knocked prone at the end of the shove. *When using a shove as part of a charge, you get a +1k1 bonus to your Physical Power roll, and if you score more total successes than your opponent, you may opt to push the opponent 1 square out of your path and continue the charge (though you cannot attack or shove if you encounter a second opponent in the path of your charge). When shoving an opponent out of the path of your charge, Mass-based modifiers apply to the distance moved, and the opponent is still knocked prone if you score at least two more successes than your opponent. '''Charge''' (Double action): Move a distance up to twice your Movement, but no less than two spaces, in a straight line at an opponent. When you reach the opponent, you may make either a shove or a normal |Melee| or |Heavy| attack against that opponent. When you make a charge, you take a -1k1 penalty to all defense rolls until the beginning of your next turn, including defense rolls made against opportunity attacks you may provoke during your charge. '''Grapple''' (Single action): Roll Physical Power against an enemy within arm's reach. The enemy opposes your roll with its own passive defense, unless it has readied acrobatic defense against you, in which case it may use that. If you score more successes than the opponent, you begin grappling that creature. Ties count as successes for you. You must have a hand free to attempt to grapple a foe. '''Break a Grapple''' (Single action): Roll Physical Courage or Physical Power against an enemy that has grappled you, opposed by that enemy's Physical Power. If you score more successes than the opponent, you end the grapple and may push the enemy one space in a direction of your choice (modifiers for forced movement based on Mass Category apply). '''Escape a Grapple''' (Single action): Roll Physical Wisdom against an enemy that has grappled you, opposed by that enemy's Physical Power. If you score more successes than the opponent, you end the grapple and move up to one space in a direction of your choice. '''Move While Grappling''' (Double action): Roll an opposed Physical Power check against the creature with which you are grappling. If you and your opponent are of different Mass Categories, add +2k2 to the heavier creature's roll for each Mass Category it is larger than its opponent. If you score more successes than the opponent, you and the opponent both move one space for each success you score. You may not move more than half your Movement in this way. You may not attempt this action against a creature that is significantly larger than you.
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