Difference between revisions of "Combat Threads"

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Attempting to maintain Threads over a character's maximum number of Combat Threads requires the character to succeed a Concentration check ([[Difficulty Class|DC: 15]] + 5 per additional thread). If the character fails this check, he must select which thread or threads to give up. Conditional Actions that are given up because of this must be reestablished. Spells that are given up because of this either go rogue (as per the spell's description or the GM's initiative) or simply can't be controlled this round.
 
Attempting to maintain Threads over a character's maximum number of Combat Threads requires the character to succeed a Concentration check ([[Difficulty Class|DC: 15]] + 5 per additional thread). If the character fails this check, he must select which thread or threads to give up. Conditional Actions that are given up because of this must be reestablished. Spells that are given up because of this either go rogue (as per the spell's description or the GM's initiative) or simply can't be controlled this round.
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No matter what, a character cannot maintain control of more combat threads than his Intelligence.
  
 
[[Category: Core Rules]]
 
[[Category: Core Rules]]
[[Category: Combat|T]]
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[[Category: Combat|Threads]]
 
[[Category: Character Statistics]]
 
[[Category: Character Statistics]]

Latest revision as of 22:59, 4 June 2010

Combat Threads represent characters' currents of focus in combat. All characters by default start with a single Combat Thread (CT).

Various things in combat take up Combat Threads:

  • Performing normal actions in combat takes up 1 CT.
  • Maintaining awareness of one Conditional Action takes up 1 CT.
  • Maintaining control of an actively controlled spell or spell-like effect takes up 1 CT.

Attempting to maintain Threads over a character's maximum number of Combat Threads requires the character to succeed a Concentration check (DC: 15 + 5 per additional thread). If the character fails this check, he must select which thread or threads to give up. Conditional Actions that are given up because of this must be reestablished. Spells that are given up because of this either go rogue (as per the spell's description or the GM's initiative) or simply can't be controlled this round.


No matter what, a character cannot maintain control of more combat threads than his Intelligence.