Combat Actions Combat actions are basic strategies that a character can follow in a round of combat. Does Argath the Brave stand his ground and wait for the orcs to come to him, or does he charge rashly into the center of their line? Does Rowan the Mage cast a spell or spend her round moving to a better vantage point? You decide when you select your character’s combat action for that round.

There are several factors involved in choosing a combat action. It is dangerous to do anything but attack or parry when your character is threatened by an adjacent opponent. It’s downright useless to declare a charge when your character is grappled by a giant constrictor snake.

Player characters have the right to choose any action they like in combat, as long as they meet the basic requirements for it. (It makes no sense for a character without magical items to announce that he will use one for his combat action.) However, once the requirements have been met, all options are open. The DM should not disallow a combat action except under the most extreme circumstances. No matter how foolish or difficult something may seem, let the PC try it if he really wants to. (Of course, the DM can assign difficulty modifiers if she deems it necessary.)

The following choices are available as combat actions in the Player’s Option combat system:

Attack
Fire Missiles
Run
Cast a Spell
Guard
Sprint
Charge
Move
Use a Magical Item
Cover
Parry

Each of these actions is explained in more detail later in this section.

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