Okay, using both the RGMG and RUE I'm a little confused.
The attacks and actions seem to be:
1. One attack or two actions.
3. +1 attack and +1 action (which would seem to be five actions)
6. +2 actions (for seven at this point)
9. +1 attack and +1 action for 3 attacks/8 actions.
Both make clear that each attack eats up two actions. RGMG, however, makes it clear the untrained character has six actions with can be used to make up to 3 attacks or a combination of actions and attacks such that # of actions take + (# of attacks made x 2) <= 6.
So, if I read it as two actions are spent for each attack and there is a limit on conversion we get but the limit does not imply any new actions:
1. 2 actions and no more than 1 attack (which uses all the actions)
3. 3 actions and no more than 2 attacks (which would cost 4 actions and thus isn't possible)
6. 5 actions but still no more than 2 attacks.
9. 6 actions but no more than 3 attacks.
Which seems reasonable except #3 is broke because unless there is a "bonus" action for making two attacks it's really 3 actions or 1 attack + 1 action.
I know prior to RGMG it was:
1. 1 attack
3. 2 attacks
9. 3 attacks.
Is it possible that the additional actions for levels 3 and 6 are reversed and it should be:
1. 2 actions
3. +2 actions
6. +1 action
9. +1 action
With at any time actions are convertible to attacks on a 2:1 basis?
I'm asking both for any guidance on an official rule (or as close to as we can get) as well as how you play it.
I'm inclined to the last tree: 2/4/5/6 works best.
Attacks and actions for untrained HtH
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Re: Attacks and actions for untrained HtH
I never understood how "no HTH" was supposed to work with PC's. Luckily I've never had to deal with it.
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Re: Attacks and actions for untrained HtH
Presumably, RIFTs Ultimate Edition supersedes the RIFTs Game Master Guide, just like the rules for modern combat found in RUE supersede those found in RGMG.
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Re: Attacks and actions for untrained HtH
Proseksword wrote:Presumably, RIFTs Ultimate Edition supersedes the RIFTs Game Master Guide, just like the rules for modern combat found in RUE supersede those found in RGMG.
The rules are a cut and paste job whose only difference is to omit the example of a level 9 character without HtH training can do. I'm not sure how a less complete explanation superseding a more complete one helps explain an inconsistency in the more complete one.
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Re: Attacks and actions for untrained HtH
Herb, I don't think there's an issue with converting on a 2:1 basis. The whole "non combat actions" thing is kind of laughable. I mean, the problem it causes with trained characters who suddenly want to to non-combat actions is a whole can of worms I don't even want to look at.
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Re: Attacks and actions for untrained HtH
Alrik Vas wrote:Herb, I don't think there's an issue with converting on a 2:1 basis. The whole "non combat actions" thing is kind of laughable. I mean, the problem it causes with trained characters who suddenly want to to non-combat actions is a whole can of worms I don't even want to look at.
Well, with RUE tying spell casting to attacks/actions it makes a big difference to mages. At level one being able to cast two low level spells, once each time initiative comes around, is a big advantages to casting one. In fact, if it wasn't for casting I wouldn't care.
Has anyone experimented with giving untrained characters TAFL and no increases ever?
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Re: Attacks and actions for untrained HtH
The 2:1 stuff is junk and causes problems, better to just give a net amount of bonus non-combat actions, or else only track non-combat and allow 2 to be spent for 1 normal hit.
I wonder how much that makes a power punch cost... 4?
I wonder how much that makes a power punch cost... 4?
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