Snap actions and hesitation:
Combat can be a confusing muddle of activity. When using individual initiative rolls, the following rule may be applied:
Any character rolling the maximum score on an initiative roll gets a snap action. This permits them to take a free action immediately, such as drawing or exchanging a weapon, grabbing an item off the ground, making a single melee attack, attack with a loaded and prepared missile, drinking a potion, or moving a short distance (generally 10 feet or so, if outside of melee).
Spell casting, character skills or spell like abilities cannot occur as part of a snap action.
All snap actions occur simultaneously. This does NOT prevent the character from taking their normal action during the turn.
Any character rolling the minimum score on an initiative roll hesitates. They are momentarily confused, taken off-guard or stunned by the previous rounds activities. If they are not in melee, they may take a half move this turn. If they are in melee, they will only defend themselves this turn, earning a +2 bonus to Armour Class and Saving Throws, but taking no offensive actions.
A hesitating character will forego their normally planned action.
Do you like more random combat, or do you prefer things to be predictable? Let me know in the comments.
Over the weekend, more Fantasy Europe!