System Reference Document


Within each Combat Round, each combatant has exactly one and only one Combat Turn. In many other roleplaying games – including some I have designed – faster combatants are allowed to "go" more times per Combat Round. While there is nothing innately wrong with that, the DicePunk System restricts itself to one turn per combatant per Combat Round, because that makes Combat Rounds, and therefore combats, faster. 

As previously mentioned, Combat Turns occur in descending order of Initiative. Each Combat Turn, by default, allows the acting character one Move Action and one Attack Action (in that order) and any number of Free Actions

Any character may choose not to Move or not to Attack in a given turn, or to "pass" their Combat Turn entirely.