But one thing people sometimes complain about when talking about abstracted combat is what to do about non-combat actions during combat. If using simulated combat, you can just replace one attack with one action. What do you do when each round represents multiple actions?
For very quick, simple actions, like drawing a sword, dropping a torch, or any action that can be done while walking or running, they just happen simultaneously. They don’t interfere with combat unless there’s a whole lot of them. If you need a guideline for “how many actions is too many?” assume combatants get at least one action for every 3 points of Dex.
A longer, more complex action can’t be done while moving. Combatants get one such action in place of their movement for the round, but can still attack. If they take another action, roll a d6: on 5+, they can still make an attack or try another action. Otherwise, what they’ve done so far took the entire round and they have to wait until the next round. They still get to block, parry, dodge, duck, or take other defensive action for the rest of the round, as well as any simple actions as noted above.
This approach means that we can keep the length of a combat round open-ended. It’s about one minute, but could be shorter or longer… we don’t care about the exact length, only when each combatant gets to roll again.
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