Rules

Enchanted Realms Rulebook

 
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 Reactions

Reactions

“You did respond — your response was the worst kind — you did nothing.” —Emily Franklin

Sometimes reactions become misunderstood by players from the OSR-inspired style of games. A reaction is not an extra action, not a bonus maneuver. These are potential responses to specific incidences in combat. Perhaps a “trigger” is a better way to explain what permits the use of a reaction. That said, the use of reactions is not unlimited. Like only one action is permitted in a combat round, only one reaction is granted for a like duration. As such, reactions become a strategic aspect of an Enchanted Realms fight. In that vein, this section will address the timing and details of the most common reactions.

There is a rule in other systems that limit magical spells to one per round; however, that is not true here. Some incantations and axioms can be cast as a reaction rather than an action. This means that it is possible for two magic spells to be used within the same round. The limitation is based on one action and one reaction rather than any other type-based mechanic.

Dodge & Deflect

One of the most common reactions in combat is dodge or similar skill usage performed to avoid or reduce damage. Skills include dodge, deflect missiles, deflect bolts, rebuff as well as several others. The specific mechanics will be explained in the skill description; however, most work very similarly. The key part for this section is how to use the reaction; thus, the question is: “What is the trigger?” For these skills, the event or trigger is basically suffering Body damage. Now, as a pedantic detail, the trigger isn't really when suffering damage but rather a minimal moment just before receiving the damage, as the reaction has the chance to prevent or lessen the wounding.

However, the method of delivery may limit what reaction can be taken. For a melee strike, dodge or rebuff would be used. If struck by an arrow, then one of the deflection skills would be used for the reaction. Of course, remember that the character or creature must have that skill or equivalent trait to enact such a reaction. Further, only one reaction can be used per round; thus, to dodge the attack, an available reaction must exist.

There are also enhancements to the dodge skill, including some the turn back damage. Because of the different reactions that might be used to reduce or avoid damage, it is important to read the description to know when and how it is applied. Sometimes the d6 adjustment roll will be applied against the lowest successful d20, while other times it will be compared to the highest roll. Further, it could be that a character is in under the disadvantage restriction; thus, how the dice are rolled for the reaction is important to understand. Unless stated otherwise, this would be rolling two d6 and selected the lesser or the greater of the two rolls.

Flee Attack

The terms “attack of opportunity” and “flee attack” probably sound like the same thing, and while they can probably be used interchangeably without much issue, there is a subtle difference. When a creature moves through the adjacent space around someone, without challenging that someone, and that someone has a melee weapon at the ready as well as an available reaction, this permits an attack of opportunity. On the other hand, a flee attack is a reaction used to strike at a retreating (fleeing) foe who has not moved away using an action to withdraw in a defensive manner.

As imperious as it might sound, there is a legitimate reason for noting the difference. Partly, this is due to an attack of opportunity will not be chosen as frequently as a flee attack. During the closing phase, it is not unreasonable for several foes to run in close proximity, but fighters often choose not to waste their one reaction to swing at a passerby but rather save it for a more important event once engaging the desired target. This is especially true when having the dodge skill. Another reason is because an attack of opportunity, being somewhat of a wild swipe at an un-menacing target, it is not as effective as other options.

With that important distinction defined, the details on how each work will make more sense. With an attack of opportunity, as stated earlier, it is a bit of a haphazard bonus attack. It does not allow one’s full potential to be used, but instead only 1d20 is used in the melee attack and only from one die pool, which is usually from the primary hand. Thus, if that single d20 does succeed, then damage is limited to the 1 point for that die, the Weapon Wgt value and any Strength modifier. If having multiple attacks, such as shield-blitz, these cannot be used in an attack of opportunity reaction.

For a flee attack, the retreating foe basically lowers its defenses to run, which means the engaged combatant is permitted to make a full attack, using all dice and any multi-attack available in that moment. For beginning adventurers, there will not be much difference. However, for the adept mercenary, a flee attack will inflict nearly twice as much damage as the attack of opportunity.

Finally, it should be understood that some special attack methods, usually by monsters, will not provoke an attack of opportunity. One such example is a low-to-the-ground fly-by breath weapon. While the aerial attack may seem to be in an adjacent hex, the last moment lift takes the creature out of reach for the reaction. Other examples could be some sort of declared simultaneous closing, such as jousting; perhaps attacking from the surface of the water and diving back down; or phasing out of stone or earth for a melee strike then moving back into such special protection.

Dismount

Dismounting has a movement penalty; however, there are times when the choice is not that of the rider. In circumstances where one’s mount stops unexpectedly, perhaps due to netting or other restraint, perhaps the beast was suddenly slain, but in such cases, the rider would be thrown from the mount due to momentum. When this occurs, the rider can choose to use a reaction to land on his or her feet rather than crashing into the ground. However, when doing this, a successful Agility check (TM:10) must be made to descend safely. Even if failing the save, the rider suffers only half the normal damage from the fall and will further roll up to a standing position, thereby avoiding the prone restriction from being thrown. Either way, the movement penalty for dismounting will still apply. If the rider does not have enough remaining movement to pay the penalty, then movement simply becomes zero for the remainder of the round.

It should be clearly understood that the trigger for this reaction is due to the abrupt lack of movement of one’s mount, and that this applies only to mounts that traverse the ground. This reaction cannot be used against special attacks designed to forcefully remove a rider, such as from a ranseur. Those attacks will have detailed explanations for the consequences and what the rider must roll in response.

Impalement

When wielding a polearm and also having obtained the style: polearms skill, a special impalement maneuver can be used as a reaction so long as the weapon delivers piercing damage and/or the weapon explicitly permits this reaction. For example, the ula is an exception to the piercing-damage rule; details on that weapon should be read specific to this maneuver.

One could think of this as a preemptive attack of opportunity under very precise conditions. Should an opponent using some method of melee attack, including savage fighting or unarmed combat, and that opponent closes from 20 feet or farther to engage and attack, then an impalement reaction can be used. This is true even if the target of engagement is not the wielder of the polearm; however, the wielder of the pole must be adjacent or directly behind the intended target for the reaction to still be valid.

To be clear, this is a reaction; the armed poleman is still allowed a normal attack in the same round. To be even clearer, this could never be combined with a sneak attack, as it is a reaction.

With the trigger defined, next to discuss in the timing. This is not a reaction to the attack but rather to the rapid rush to the location. As such, this reaction interrupts the action prior to the attacker rolling his or her d20s for attack. It also occurs ten feet (two-hexes) away with all; with special weaponry the range might be fifteen feet. Nonetheless, the result of the impalement will happen before the originating attack. If the reaction damage incapacitates the attacker first, then the initiating attack is nullified.

With the base skills required to perform an impalement maneuver, a total of 3d20 are rolled in the reaction; 1d20 for a polearm attack and 2d20 for the impalement. However, if the pikeman has weapon forte in the specific polearm being used, then 4d20 are rolled. Lastly, any special occurrences associated with the weapon, such as the heavy property, will also convey normally. For example, a glaive would still inflict disadvantage if any raw die score were 18 or higher.

Because the pikeman does not have to be the intended target, merely adjacent, for this reaction to be used, a line of protectors using polearms can produce serious damage against a brave combatant charging into battle. Additionally, such a line of pikeman can make a strategic withdrawal to provide further protection to another ally.

Maneuver Response

Opponents may have special maneuvers that permit a reaction. One such example is the drive skill, which forces an opponent backwards. However, when making such a maneuver, the target is allowed to use a reaction to avoid the effect. In each of these cases, the description of the skill will have the specific details for how the reaction will work.

Paired With Action

In some cases, a reaction is used at the same time as an action. This has already been discussed when making a touch-based attack. Another example is when using a knockout blow with some sort of enhancement in hand, such as knuckledusters or blackjack. Some of these reactions are risks taken where the reaction will be lost regardless of the outcome, while others are contingent upon the success of the action. Thus, these types should also have the descriptions read carefully.

Standing Up

When one is in the prone position, a reaction can be used to stand rather than waiting until the start of his or her turn. Much of this has already been discussed in the Ground Rules subsection, but this description should clarify a few additional points.

Movement is free but certain changes in position require either a full action or the use of a reaction with a movement cost. Standing up from being prone is one of those requirements. Thus, to stand one must either sacrifice an action or a reaction (player’s choice) to accomplish this. Most often, the reaction will be selected, as it can be used at the start of the round or just after being knocked down.

As explained, using the reaction will still incur penalties to movement. That penalty is half of the standard movement for the creature’s species: 20 feet for human, 15 feet for dwarf, etc. It is not half the character’s standard movement, as it might be enhanced by magic or skills; thus, the species standard is used instead. However, this may be why the action to stand is used rather than a reaction, as selecting the action will not incur the movement penalty and it is effective instantly.

The timing for standing up is important as well. When prone and standing up with a reaction, there is a d4 delay on the initiative counter for when the new position changes. In the interim, the prone restriction is still applied. Also, if the delay extends beyond end of the round, then use an “around the corner” technique to determine the appropriate second-counter in the following round. Thus, if the reaction is used in second-counter:2 and the delay is 4 seconds, then standing will be effective in 10 of the subsequent round. To reiterate, if using an action instead of a reaction, standing up happens immediately.

Finally, the reference to standing up here applies only from a prone position. As a rule, standing from a chair is not considered as having been prone. Of course, the GM might rule differently if perhaps someone had been shoved into the seat.