PUCS - Outline

PUCS - Rules
- Character Attributes
- Movement
- Skills
- Gap
- Combat
- Initiative
- Round
- Melee
- Magic
- Critical Blunders
- Critical Hits
- Free Attack
- Missile
- Damage
- Weapons
- Armor
- Healing
- Misc
PUCS - Topics
- Creating a Character
- Improving Skills
- Improving Attributes
- Running A Game
- Example Melee
PUCS - Skills
- Skills Magical
- Skills Martial
- Skills Other
PUCS - Lists
- Equipment
- Armor
- Weapons
PUCS - Monsters
PUCS - Glossary

PUCS | Rules / Round

See Also: Combat, Melee, Critical Hits, Critical Blunders, Damage, Encumbrance


The round is a 10 second period of time where in all actions are resolved. Each round is broken down into 10 seconds. Each second of the round is resolved separately. Each action takes one second. Melee actions are performed on each characters turn in each second: movement, attack, defend, cast, and others.

In order to play out a round each character in combat must first determine their initiative (See Initiative). With the order of characters in combat determined, each character in turn performs one action for 1 second. These actions may be: movement, attack, defend, cast and others. A character can only take 1 action per second. If the character attacks they can not defend in the same second. If the character defends they can not attack in the same second. If the character moves they can not attack or defend in the same second. Each attack or defend action in the round costs the character an action (See Melee).

Moving Action

A character who decides to move in the round, can move 1/10th of their movement. Moving in combat does not count against any action type, but does take 1 second. Moving through or out of a threatened space may provoke a Free Attack.

Double Move Action (Sprinting)

The movement action is 1/10th of the characters movement. This presumes the character is running. A character can also sprint as an action moving 1/5th of their movement, provided the character moves the full 1/10th of their movement in the previous second.

The 5' Step

In combat the character can move 5' into any unoccupied square without provoking a Free Attack. This is done during the creature/characters turn. It does not cost an action. It does count as a move and takes the entire second to perform. No other action can be performed when doing a 5' step.

Spell Casting Action

Spell casting action takes 1 second. As a matter of strategy it is best for a spell caster to be out of harms way while attempting to cast spells. See Magic for more details on casting in combat.

Missiles in Action

See Missile for more details on using missile weapons in melee.

Melee in Action

See Melee for more details on using missile weapons in melee.

Summary of the Round

  1. Determine positions of all creatures involved on a grid.
  2. Determine order of creatures actions through initiative.
  3. The first creature/character takes an action: Move, Attack, Cast etc.
  4. The next creature/character takes an action: Move, Attack, Defend, Cast etc
  5. Each character takes their action in turn until all characters have acted in the second. Go Back to Step 4
  6. Round complete start next round and go back to step 3

Page Last Updated: 2008-04-09 07:35:37