Free Action Limit?
I couldn't find a particularly satisfactory answer so I figured I'd ask the hive mind. Say I have a magical ability that I can use as a Free Action, how many times can it be used per round? Unlimited? Should there be a penalty involved per use after the first? RAW-wise, where should I look? What have you ruled in your own games?
I appreciate any and all answers. Ghostdancer |
Re: Free Action Limit?
First thing that comes to mind is MA:103 Multiple Fast-Draw.
EDIT: Oops, forgot to add: Above rule only comes in handy, if you have to roll against anything... Cheers Onkl |
Re: Free Action Limit?
At a guess, one free action of a given type per maneuver.
But I have no rule reference right now. Celjabba |
Re: Free Action Limit?
A few rules quote below, all of them seem to indicate you can make one free action of a given type per turn.
The aura rule frop pyramid 19 seem to say you can activate a free-action power once per turn per target. Quote:
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Celjabba |
Re: Free Action Limit?
I don't remember where it says, but also note that Reflexive abilities still have the general once-per-turn clause, and thus can't turn on if you turned it off during your own turn.
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Re: Free Action Limit?
Guys, thank you so much for the replies and citations. especially Celjabba. It's really helped. :-)
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Re: Free Action Limit?
I would go with- you get one free action per turn, normally.
However you can get a fast draw skill for the free action to let you do more, just like for fast draw, or rapid shooting for revolvers. I would also allow players to build combinations for free actions (again tied to an applicable skill roll) that would let them do 2 or 3 different free actions still as a free action in sequence. Example: Lets say we have a magic as powers cleric sort. He has the following reflexive (free action) powers: Bless other +10 HP Bless other +2 all actions Bless other Healing 10 HP Normally at the beginning of each turn our cleric can give one of these boons to one person with no roll required. The cleric can have 'fast draw: Healing' to be able to give someone healing twice, or heal two people (and potentially more with appropriate penalties on fast draw). Further the cleric can build a combination of ' +10 HP, +2 to all actions, Heal 10 HP', so that a single roll on the combination allows the cleric to get a target with all 3. |
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