Quote:
Originally Posted by Skarg
Whatever is the closest sort of option. If there's a GM, it's up to them.
For reading, I'd say that's close to Cast A Spell or Disbelieve.
Blowing a horn would I think be near-impossible while moving much. I'd say like firing a missile weapon, requiring not being engaged (one last toot possible if engaged that turn) and limiting movement to 1 hex.
Picking a lock takes longer than most combats and trying to continue doing so during combat would require the figure to stay facing the lock and not do much other than that. Maybe they could stop for a turn to Disbelieve or cast a spell that doesn't require hand movements. If they get attacked in melee or wounded, I think they'd be interrupted.
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I'll buy that. How about
:
Expanded List of Options ITL page 102.
(w) any other action. [This would be for those figures not in combat. Choose Option W, then perform whatever is the closest sort of option that would be appropriate.]
Sometimes you need to pick that lock even if there is fighting. Hopefully your defenders can protect the lockpicker long enough to do the job. Picking Lock for Locksmith takes 12 turns; For unskilled takes either 12 turns or 24 turns.