IMPORTANT! IMPORTANT! IMPORTANT!
GENERAL COMBAT RULES:
6 turns per round..
Roll for initiative at the beginning of each round (D20 + mods, Highest first) .
4 points to spend per turn (Dexterity extremes below <7 and >18 modify).
2 free moves per turn.
Free moves: Speech, drawing or sheathing a small weapon, insta-cast spells, free reroll on a ranged attack if the first missed and the enemy is unaware of your location.
1 point cost moves:
Move 1 block.
Aiming ranged weapon, firing ranged weapon & reloading ranged weapon(crossbow = 3 points reload).
Aim a casting spell or recall a spell.
Go prone, stand up or hide (when a hiding place is less than 1 block away).
Draw medium-large weapon.
2 point cost moves:
Move 2 blocks, move 1 block while sneaking/prone.
Draw huge weapon.
Basic melee attack (small weapon)
Fire a spell.
Take defensive stance (requires a shield) for positive AC modifier.
3 point cost moves:
Move 3 blocks, move 2 blocks while sneaking/prone.
Basic melee attack. (Medium-large weapon)
Scale head height obstacle.
Jump over ( run and jump a gap ).
Take cover
4 point cost moves
Move 4 blocks, move 3 blocks while sneaking/prone
Basic melee attack. (Huge weapon)
Charge ( move two blocks and basic melee attack )
Retreat ( move 5 blocks in the opposite direction of the closest enemy )
Sprint ( Move 5 blocks, lose 1 point next turn to spend)
Aid an Ally (drag an ally 2 blocks or help an ally up and move 1 block with/without them)
Let me know if I have missed anything, as well as your thoughts on this system.