Combat is exciting and fluid. This allows players to stay in character and engaged. Atomic RPG System has shorter rounds helping players stick with the action and to know what is happening. Each player has a completely customized toolbox of weapons and abilities to use against any enemies they encounter.
Best of all, Atomic RPG System groups will be able to have lots of encounters because of the ease of which they are presented, stepped through, and ultimately overcome.
To keep order during the life and death struggles of combat, Battle Time is broken down into a series of rounds. On each normal round all of the players and the Game Master will be able to take one turn. On these turns the players will have access to the following things they can do.
The order of Battle Time is determined by everyone rolling Reaction checks. The highest Reaction rolls will go first.
The order can change slightly if the player characters are ambushed or if they themselves do the ambushing.
In this case, the ambushers always go first, and those that get ambushed will go second.
Reactions will still be rolled to determine an order, but those doing the ambushing are automatically faster than those that were ambushed.
Player Character’s Turn in Battle Time
In every turn during Battle Time, each Player Character will be able to:
Perform an Action
Use a Free Action
What a player character can do in Battle Time is restricted. Events happen quickly but everyone wants to get their turn in, so it is important to keep strict order in the Atomic RPG System to keep the game flowing.
A player character doesn’t have to use all parts of their turn if they do not want to. They can forgo any part of their turn. These actions are given up until the players next turn.
- Powers that include movement count as an Action and not a Move.
Delaying Your Turn in Battle Time
You may delay your turn if you wish to go later in a round.
You may want to delay your turn if you are waiting for a group member to act or waiting for an answer to a question. If you Delay and then act later in that same turn, your Reaction order will change to the new place in which you acted. If you do not act while you are Delaying your turn, you will go back to your original Battle Time order at the end of the turn.
Talking in Battle Time
Talking during Battle Time can be very distracting, so every player needs to be sure to keep the subject on the game at hand.
Characters are able to talk during a round and even out of turn though they should keep this very limited.
First, very little time is actually passing in the game so there is no time for long discussions or debates about tactics.
Second a character should be limited to how much real talking and discussing is going on. For the most part characters should be limited to 25 words or 15 seconds during Battle Time. Players can speak up out of turn as long as they have already acted in the Encounter.
However, the Game Master can moderate this and allow players more or less talking during Battle Time depending on the situation.
Players should strive for speaking in character 100% of the time in Battle Time.
Atomic RPG System Battle Time Definitions
When a player character tries to hurt or hinder another player character or non-player character, it is considered an attack. The attacking player rolls a d20 die with the Attack Bonus and other modifiers added to the d20 roll to determine a final number. If this number is equal to or greater than the other player’s Defense of the same type, the attacking player is successful.
- Players must be able to Perceive the target to attack it.
- There must be a clear path between the attacker and the defender. Walls, trees, pillars and other solid, static barriers can block the attack. If a line can be drawn between the outside corners of the attackers space to the outside corners of the defenders space without both being impeded the attacker has a clear shot.
- Other characters or creatures will not block attacks, though they may provide Combat Modifiers. If a line can be drawn between the outside corners of the attackers space to the outside corners of the defenders space with only one being impeded the attacker has can attack but the defender will have Cover Modifiers.
Order of Effects in Battle Time
Sometimes it comes down to a Hit Point here, a Minor Action there. Whatever it may be players need to sort out what happens when. When this happens it is important to know the exact order of when things will happen to the player on their turn. Here is the breakdown of the exact order of events.
Atomic RPG System Battle Time is Fast, Fun, and Furious
As you can see there are a lot more constraints when it comes to Battle Time. These are necessary to have clean, fun, and fast battles and conflicts in the Atomic RPG System. The Atomic RPG System is streamlined and fun. All players get to participate and the glory is spread between everyone in a Atomic RPG System game. So sharpen your swords and charge your blasters and jump into Battle Time with the Atomic RPG System.