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: '''Use ALL of the test pages!'''
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This page explains the timekeeping model and action economy that Trinity uses.
  
{| class="collapsible" width="98%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
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If you are familiar with standard d20, some of this page will make sense to you, but a lot of new concepts are presented here to expand the scope of timekeeping beyond combat.
! colspan="10;" style="background:#CD950C;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">The Archer</font></div>
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|-
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| colspan="7"|&nbsp;
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| colspan="3" style="background:#EEB422;"|'''Archery'''
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|-
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|width="5%"|'''Level'''
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|width="7%" align="left"|'''BAB'''
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|width="11%" align="left"|'''AAB'''
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|width="9%"|'''Fort'''
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|width="9%"|'''Ref'''
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|width="9%"|'''Will'''
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|width="20%" align="left"|'''Special'''
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|width="10%"|''Grade Accessible''
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|width="10%"|''Tricks Known''
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|width="10%"|''Max Aim Tokens''
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|-
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|1 || align="left"|+0 || align="left"|+1 || +0 || +2 || +0 || align="left"|Aim Pool || Marksman || 2 || 5
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|-style="background:#FFD94F;"
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|2 || align="left"|+1 || align="left"|+2 || +0 || +3 || +0 || align="left"|Toxophilite || Marksman || 3 || 6
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|-
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|3 || align="left"|+1 || align="left"|+3 || +1 || +3 || +1 || align="left"|Toxophilite || Marksman || 5 || 7
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|-style="background:#FFD94F;"
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|4 || align="left"|+2 || align="left"|+4 || +1 || +4 || +1 || align="left"|Toxophilite || Marksman || 6 || 9
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|-
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|5 || align="left"|+2 || align="left"|+5 || +1 || +4 || +1 || align="left"|Toxophilite || Marksman || 8 || 10
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|-style="background:#FFD94F;"
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|6 || align="left"|+3 || align="left"|+6/+1 || +2 || +5 || +2 || align="left"|Toxophilite || Marksman || 9 || 11
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|-
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|7 || align="left"|+3 || align="left"|+7/+2 || +2 || +5 || +2 || align="left"|Toxophilite || Marksman || 11 || 13
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|-style="background:#FFD94F;"
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|8 || align="left"|+4 || align="left"|+8/+3 || +2 || +6 || +2 || align="left"|Toxophilite || Marksman || 12 || 14
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|-
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|9 || align="left"|+4 || align="left"|+9/+4 || +3 || +6 || +3 || align="left"|Toxophilite || Marksman || 14 || 15
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|-style="background:#FFD94F;"
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|10 || align="left"|+5 || align="left"|+10/+5 || +3 || +7 || +3 || align="left"|Archer Talent || Deadeye || 15 || 17
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|-
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|11 || align="left"|+5 || align="left"|+11/+6/+1 || +3 || +7 || +3 || align="left"|&nbsp; || Deadeye || 17 || 18
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|-style="background:#FFD94F;"
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|12 || align="left"|+6/+1 || align="left"|+12/+7/+2 || +4 || +8 || +4 || align="left"|Archer Talent || Deadeye || 18 || 19
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|-
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|13 || align="left"|+6/+1 || align="left"|+13/+8/+3 || +4 || +8 || +4 || align="left"|&nbsp; || Deadeye || 20 || 21
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|-style="background:#FFD94F;"
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|14 || align="left"|+7/+2 || align="left"|+14/+9/+4 || +4 || +9 || +4 || align="left"|Archer Talent || Deadeye || 21 || 22
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|-
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|15 || align="left"|+7/+2 || align="left"|+15/+10/+5 || +5 || +9 || +5 || align="left"|&nbsp; || Deadeye || 23 || 23
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|-style="background:#FFD94F;"
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|16 || align="left"|+8/+3 || align="left"|+16/+11/+6/+1 || +5 || +10 || +5 || align="left"|Archer Talent || Sniper || 24 || 25
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|-
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|17 || align="left"|+8/+3 || align="left"|+17/+12/+7/+2 || +5 || +10 || +5 || align="left"|&nbsp; || Sniper || 26 || 26
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|-style="background:#FFD94F;"
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|18 || align="left"|+9/+4 || align="left"|+18/+13/+8/+3 || +6 || +11 || +6 || align="left"|Archer Talent || Sniper || 27 || 27
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|-
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|19 || align="left"|+9/+4 || align="left"|+19/+14/+9/+4 || +6 || +11 || +6 || align="left"|&nbsp; || Sniper || 29 || 29
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|-style="background:#FFD94F;"
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|20 || align="left"|+10/+5 || align="left"|+20/+15/+10/+5 || +6 || +12 || +6 || align="left"|Archer Talent || Legendary || 30 || 30
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|}
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&nbsp;
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=Timekeeping and Action Economy=
 +
The notion of proper timekeeping being a necessary component of tabletop RPGs goes all the way back to Gygax. I find this ironic given that the early editions of D&D largely lacked a sensible timekeeping model and action economy, and the idea of tracking literal minutes in an adventuring day is cumbersome at best and absolutely insane at worst. That said, there is certainly merit to the idea, and - indeed - to accommodate more interesting mechanics that cover more territory than just combat, we need more means of tracking time that aren't annoying.
  
=Archer=
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==Combat Time==
[[Image:archer.jpg|thumb|375px|right|Silaqui, iconic archer]]
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The smallest units of time we track is ''combat time'', which is something of a misnomer because it also covers things like navigating cliffs or other exploration hazards. However, this part of the timekeeping system in Trinity is a legacy holdover from D&D, in which it was used exclusively for combat, so: there it is.
: ''"Quieter than a gun, better range than a sword."''
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The archer excels in combat at a distance, using skill, speed, and accuracy to deadly effect. A standard and distinct fantasy archetype, unlike any other warrior focused on a specific weapon or weapon group, the archer has little use for the typical trappings of warriors – she values agility and skill over brute force and weapon prowess. An experienced archer can be more adept than a fighter bowman, more dedicated than the ranger stylist, faster than a hasted barbarian, and deadlier than the most cunning assassin – and can bring all four down in a storm of arrows.
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''Combat time'' is tracked in ''rounds'', units of time that cover 6 seconds. Each participant in the encounter (generally) has a ''turn'' in each ''round'', in which they can take a number of ''actions''. Some effects allow characters to have more than one ''turn'', while other effects can cause a character to lose their ''turn''.
  
Archers in Trinity have a somewhat unusual pedigree. While guns and other more powerful ranged weaponry exist, almost all of them eventually fall under the purview of a Force, making their reliability against all foes somewhat suspect. Bows, meanwhile, are sufficiently simply for the world to not consider them part of the Force of Technology, meaning that bows can be used in all situations against all creatures. That they are quieter and significantly easier to maintain is simply an added bonus.
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===Initiating Combat Time===
 +
When an encounter occurs, all participants roll ''initiative''. This is d20 + your level bonus + the best of your Dexterity, Intelligence, and Bravery modifiers. Some effects may give you a bonus or penalty to this roll.
  
'''RPS Theory:''' Archers occupy an unusual position, in that they are theoretically able to down any RPS opponent, ''if'' they have range. An RPS melee combatant who manages to close with an archer will likely win quite decisively.
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Once all participants have rolled ''initiative'', play proceeds in order from highest to lowest ''initiative''. Once the participant with the lowest ''initiative'' has taken their ''turn'', the ''round'' ends and a new one begins, starting with the participant with the highest ''initiative''.
  
==Game Rule Information==
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===Combat Action Economy===
Archers have the following game statistics.
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During your ''turn'', there are four primary types of actions you can take: ''full'', ''standard'', ''move'', and ''free''.
  
'''[[The_Forces#Force_Alignment | Force Alignment]]:''' None.
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On a normal turn, you gain one ''standard'' and one ''move'' action. You can combine one ''standard'' and one ''move'' into a ''full'' action. You can convert a ''standard'' into a ''move''. You can take as many ''free'' actions as you like, within reason (typically three or four at most).
  
'''[[The_Forces#Force_Resistance | Force Resistances]]:''' None.
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===Basic Actions in Combat Time===
  
'''Abilities:''' Dexterity is absolutely vital to the archer, as her prowess with the bow and ability to dodge blows depend upon it. Wisdom and Strength also benefit many class skills, with Strength allowing her to wield mighty bows. Lightly armored, the archer benefits greatly from a high Constitution score to survive attacks.
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===Combat Time at the Table===
 +
In general, after each of your actions, the DM will acknowledge it and, if appropriate, let you know what the effects of your action were.
  
'''Hit Die:''' d8.
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Due to the very small timescales involved, the overall situation will generally not change much, though there are exceptions. Combat is fast and fast-paced; in general, you probably won't find it necessary to talk much or analyze the situation too greatly, beyond what's necessary to use your abilities as you see fit.
  
'''Class Skills:''' The archer’s class skills are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Move Silently (Dex), Profession (Wis), Ride (Dex), Spot (Per), and Survival (Wis).
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==Exploration Time==
 +
One step above ''combat time'' is ''exploration time''. This is an entirely novel concept to Trinity (and is partially imported from ''Journey'', a game system we worked on for several years) and is not in any iteration of D&D, so this is where things start to get weird if you're used to that. This time track is used when exploring a particular location, like a city or a dungeon, but not used for overland travel.
  
'''Skill Points at Each Level:''' 4 + Int.
+
''Exploration time'' is tracked in ''hands'' and ''watches''. A ''hand'' is a unit of time that covers roughly 12 minutes, while a ''watch'' covers 20 ''hands'', or 4 hours. So five ''hands'' equal an hour, and six ''watches'' equal a day.
  
'''Alignment:''' Any.
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The real-world duration of a ''hand'' comes from an interest in codifying the amount of time a ''short rest'' takes, which in D&D 4e, is "about 10 minutes." "Rounding" that up to 12 minutes lets us fit 5 in an hour, which is a good number for multiplying when we try to figure out how many "exploration turns" a day or a few hours consist of.
  
'''Starting Age:''' As a fighter.
+
During a ''hand'', characters are assumed to be taking their actions more or less simultaneously. Thus, while we use ''initiative'' in exploration time, this is primarily for bookkeeping purposes and to ensure that everyone gets to act; during your turn, you only declare actions, you don't get to see their resolution until the end of the ''hand''. Once all characters have declared their actions, those actions are all resolved simultaneously.  
  
'''Starting Gold:''' 6d4 x 10gp.
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===Exploration Action Economy===
 +
During each ''hand'', there are four primary types of actions you can take: ''broad'', ''narrow'', ''traversal'', and ''quick''.
  
'''Favored By:''' [[Selkie | Selkies]].
+
On a normal turn, you gain one ''narrow'' and one ''traversal'' action. You can combine one ''narrow'' and one ''traversal'' into a ''broad'' action. You can convert a ''narrow'' into a ''traversal''. You can take as many ''quick'' actions as you like, within reason (typically three or four at most).
  
==Class Features==
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===Basic Actions in Exploration Time===
All of the following are class features of the archer.
+
  
'''Weapons and Armor Proficiency:''' Archers are proficient with all simple weapons and all martial bows. They are proficient with light armor but not with shields.
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===Exploration Time at the Table===
 +
Exploration time is significantly more "fast and loose" than combat time. After the DM describes the results of actions taken during a given ''hand'', you should feel free to discuss with other players what you discovered, if anything, and decide what your next actions will be.
  
At each even level, the archer gains proficiency with an additional bow of her choice, as though she gained the Exotic Weapon Proficiency feat.
+
Remember that a ''hand'' represents twelve minutes' worth of actual time. Unless you're being actively stealthy, that gives your characters quite a bit of time to discuss options and what's going on around them.
  
'''Archery Attack Bonus:''' Unlike most other classes, archers are specialized in one class of weapons, specifically ranged weapons. Due to this, archers use a different attack bonus when using ranged weapons.
+
==Adventuring Time==
 +
Above exploration time is ''adventuring time'', which is used to track overland travel.
  
For all purposes other than making melee attacks, treat the archer's archery attack bonus as her BAB (for purposes of meeting prerequisites and for effects that key off of BAB).
+
''Adventuring time'' is tracked in ''compasses'' and ''cycles''. A ''compass'' covers about 60 minutes, while a ''cycle'' covers roughly a day, so there are 24 ''compasses'' in a ''cycle''. You might ask - why have a separate term for day? Because some settings might have weird days that last 28 hours or something, and we don't want to make assumptions about the setting.
 
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{| class="collapsible" width="25%" align="right" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
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! colspan="2;" style="background:#CD950C;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Aim Pool: Aim Tokens</font></div>
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|-
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|width="50%"|'''Action Taken'''
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|width="50%"|'''Aim Tokens Gained'''
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|-style="background:#FFD94F;"
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| Move || 1
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|-
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| Standard || 2
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|-style="background:#FFD94F;"
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| Full || 4
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|-
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| Opponent remains still || 1
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|}
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'''Aim Pool:''' You gain access to a pool of aim tokens. You must designate a target for your pool. If at any time you lose sight of your target, you lose all of your accumulated aim tokens. In general, you gain aim tokens by spending actions on your turn, though some archer tricks (see below) allow you to gain tokens by taking other actions; in addition, if your target does not move on their turn, you gain additional aim tokens.
+
 
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The maximum number of aim tokens an archer have is listed on the class table, above. Archers gain a bonus to this amount equal to their Dexterity modifier.
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'''Archer Tricks (Ex):''' An archer learns a variety of tricks with ranged weapons, and typically bows in particular. While the majority of tricks require that the archer expend aim tokens, not all do, and some even grant her additional aim tokens.
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+
Also note that some archer tricks replicate the abilities of feats; in this case, if an archer has taken the feat and takes the trick, she can immediately retrain the feat. Archers who have tricks that replicate feats are treated as though they had the feat for all other purposes.
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Tricks, if they cost tokens, cost a specific amount based on grade.
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* '''Marksman:''' 1
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* '''Deadeye:''' 2
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* '''Sniper:''' 4
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* '''Legendary:''' 20
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Tricks follow the following rules regarding their usage.
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* You cannot improve the effects of a trick by spending additional aim tokens, unless a trick specifically states you can.
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* You must decide to use a trick before you make any attack rolls.
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* The benefits of a trick apply to all your ranged attacks made against the target of your aim pool until the start of your next turn.
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* You can only benefit from one trick of each grade in a given round.
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==Tricks==
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{|class="collapsible" width="85%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
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! colspan="5;" style="background:#CD950C;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Marksman Archer Tricks</font></div>
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|-
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! width="20%" align="left"|Trick Name
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! width="80%" align="left"|Effect
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|-style="background:white;" align="left"
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|Point Blank Shot || You gain a +1 bonus to attack and damage rolls if your target is within 30 feet. When this effect ends, if your target is within 30 feet of you, you gain an aim token.
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|-style="background:#FFD94F;" align="left"
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|Rapid Shot || You can make one additional ranged attack this round, at your highest AAB, but all your attacks suffer a -2 penalty.
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|}
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+
&nbsp;
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+
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
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! colspan="5;" style="background:#CD950C;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Deadeye Archer Tricks</font></div>
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|-
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! width="20%" align="left"|Trick Name
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! width="80%" align="left"|Effect
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|-style="background:white;" align="left"
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|Predator's Maw || The metamorph grows a short snout with powerful jaws and sharp teeth. Gains Bite attack.
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|-style="background:#FFD94F;" align="left"
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|Frog's Leap || The metamorph gains a +10 bonus on jump checks.
+
|}
+
 
+
&nbsp;
+
 
+
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! colspan="5;" style="background:#CD950C;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Sniper Archer Tricks</font></div>
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|-
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! width="20%" align="left"|Trick Name
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! width="80%" align="left"|Effect
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|-style="background:white;" align="left"
+
|Predator's Maw || The metamorph grows a short snout with powerful jaws and sharp teeth. Gains Bite attack.
+
|-style="background:#FFD94F;" align="left"
+
|Frog's Leap || The metamorph gains a +10 bonus on jump checks.
+
|}
+
 
+
&nbsp;
+
 
+
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! colspan="5;" style="background:#CD950C;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Legendary Archer Tricks</font></div>
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|-
+
! width="20%" align="left"|Trick Name
+
! width="80%" align="left"|Effect
+
|-style="background:white;" align="left"
+
|Predator's Maw || The metamorph grows a short snout with powerful jaws and sharp teeth. Gains Bite attack.
+
|-style="background:#FFD94F;" align="left"
+
|Frog's Leap || The metamorph gains a +10 bonus on jump checks.  
+
|}
+
 
+
&nbsp;
+
 
+
[[category:Trinity]]
+

Latest revision as of 21:58, 26 March 2017

This page explains the timekeeping model and action economy that Trinity uses.

If you are familiar with standard d20, some of this page will make sense to you, but a lot of new concepts are presented here to expand the scope of timekeeping beyond combat.

Timekeeping and Action Economy

The notion of proper timekeeping being a necessary component of tabletop RPGs goes all the way back to Gygax. I find this ironic given that the early editions of D&D largely lacked a sensible timekeeping model and action economy, and the idea of tracking literal minutes in an adventuring day is cumbersome at best and absolutely insane at worst. That said, there is certainly merit to the idea, and - indeed - to accommodate more interesting mechanics that cover more territory than just combat, we need more means of tracking time that aren't annoying.

Combat Time

The smallest units of time we track is combat time, which is something of a misnomer because it also covers things like navigating cliffs or other exploration hazards. However, this part of the timekeeping system in Trinity is a legacy holdover from D&D, in which it was used exclusively for combat, so: there it is.

Combat time is tracked in rounds, units of time that cover 6 seconds. Each participant in the encounter (generally) has a turn in each round, in which they can take a number of actions. Some effects allow characters to have more than one turn, while other effects can cause a character to lose their turn.

Initiating Combat Time

When an encounter occurs, all participants roll initiative. This is d20 + your level bonus + the best of your Dexterity, Intelligence, and Bravery modifiers. Some effects may give you a bonus or penalty to this roll.

Once all participants have rolled initiative, play proceeds in order from highest to lowest initiative. Once the participant with the lowest initiative has taken their turn, the round ends and a new one begins, starting with the participant with the highest initiative.

Combat Action Economy

During your turn, there are four primary types of actions you can take: full, standard, move, and free.

On a normal turn, you gain one standard and one move action. You can combine one standard and one move into a full action. You can convert a standard into a move. You can take as many free actions as you like, within reason (typically three or four at most).

Basic Actions in Combat Time

Combat Time at the Table

In general, after each of your actions, the DM will acknowledge it and, if appropriate, let you know what the effects of your action were.

Due to the very small timescales involved, the overall situation will generally not change much, though there are exceptions. Combat is fast and fast-paced; in general, you probably won't find it necessary to talk much or analyze the situation too greatly, beyond what's necessary to use your abilities as you see fit.

Exploration Time

One step above combat time is exploration time. This is an entirely novel concept to Trinity (and is partially imported from Journey, a game system we worked on for several years) and is not in any iteration of D&D, so this is where things start to get weird if you're used to that. This time track is used when exploring a particular location, like a city or a dungeon, but not used for overland travel.

Exploration time is tracked in hands and watches. A hand is a unit of time that covers roughly 12 minutes, while a watch covers 20 hands, or 4 hours. So five hands equal an hour, and six watches equal a day.

The real-world duration of a hand comes from an interest in codifying the amount of time a short rest takes, which in D&D 4e, is "about 10 minutes." "Rounding" that up to 12 minutes lets us fit 5 in an hour, which is a good number for multiplying when we try to figure out how many "exploration turns" a day or a few hours consist of.

During a hand, characters are assumed to be taking their actions more or less simultaneously. Thus, while we use initiative in exploration time, this is primarily for bookkeeping purposes and to ensure that everyone gets to act; during your turn, you only declare actions, you don't get to see their resolution until the end of the hand. Once all characters have declared their actions, those actions are all resolved simultaneously.

Exploration Action Economy

During each hand, there are four primary types of actions you can take: broad, narrow, traversal, and quick.

On a normal turn, you gain one narrow and one traversal action. You can combine one narrow and one traversal into a broad action. You can convert a narrow into a traversal. You can take as many quick actions as you like, within reason (typically three or four at most).

Basic Actions in Exploration Time

Exploration Time at the Table

Exploration time is significantly more "fast and loose" than combat time. After the DM describes the results of actions taken during a given hand, you should feel free to discuss with other players what you discovered, if anything, and decide what your next actions will be.

Remember that a hand represents twelve minutes' worth of actual time. Unless you're being actively stealthy, that gives your characters quite a bit of time to discuss options and what's going on around them.

Adventuring Time

Above exploration time is adventuring time, which is used to track overland travel.

Adventuring time is tracked in compasses and cycles. A compass covers about 60 minutes, while a cycle covers roughly a day, so there are 24 compasses in a cycle. You might ask - why have a separate term for day? Because some settings might have weird days that last 28 hours or something, and we don't want to make assumptions about the setting.