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Ver. 1.3.1

Reactions

Whenever a combatant begins an action that you can see coming, you may react to it. A reaction is any action taken in response to another action in combat, typically during another combatant's turn.

Telegraphing

You can react to any action you can telegraph, or see coming even moments before it happens. Any action that takes at least one frame can be telegraphed, as long as you are aware of that combatant's location and can see and/or hear them. You can even react to other reactions.

If an action affects you directly but you can't telegraph it, you can only react to it if you first succeed at a Reflex save.

Reaction Rules

Reactions use a separate set of frames called Reaction Frames. By default, you have one reaction frame per round. If used, it is regained at the start of your next turn. Unused reaction frames cannot be stacked or saved for later rounds.

The following rules determine whether you can react to something:

Movement and Trivial Reactions

If your reaction doesn't typically require a check, the GM decides whether or not to call for a check depending on the circumstances. For example, basic movement as a reaction to get out of the way of a rolling boulder would not require a check if you could easily see the hazard coming for several seconds; however, if you didn't see it coming for long, the GM might call for a Dodge check or a Reflex save.

Reaction Order

Reactions are typically done with the goal of thwarting the targeted action by completing the reaction first, such as a step to the side of an incoming charge. Reactions complete in a Last-In-First-Out order. This can be visualized as a stack, with the original action at the bottom, and any reactions completing in the opposite order they were declared in.

Avoid metagaming by never rolling a check for an action until the GM asks you to. Other combatants will always have the chance to react before your action occurs, and those combatants do not know the outcome of your action when deciding whether to react to it or not. The GM will call for checks as actions complete. Rolling before your action completes may influence the decisions of others based on information the characters don't have.

Multiple reactions can appear on the stack for a variety of reasons. Most often this happens because multiple combatants reacted to the same event, or because a combatant reacted to something that was already a reaction itself.

The following rules describe the process of handling multiple reactions: