Read on for the latest patch notes for DnD! Some more will be coming soon as there have already been a few new additions since these were posted! You can also find these notes on the Forums in the Patch Notes Board.
Full Actions, Bonus Actions, and Free Actions:
We have been playing with the idea of implementing Bonus and Free actions into DnD for a little while now, and while we have had certain skills that use these mechanics in effect, we haven’t implemented a more rigid system… until now! Although the system is still in its infancy for us, we have some basic outlined information as to what these types of actions mean:
Full Action: These actions take up your entire turn; you cannot take another action (including taking a bonus action) on your turn when you’ve taken a Full Action, unless you are taking a Free Action along with it (more on that in a second).
Standard Action: These are your regular actions, and what take up the vast majority of DnD. These include using most skills, items, etc. A Bonus Action and/or a Free Action can be taken alongside a Standard Action.
Bonus Action: Certain skills, items, etc. will allow you to use a Bonus Action alongside of them. Bonus Actions are typically basic actions such as Basic Attacking, Defending, and, if you have the Epicurean Feat, consuming food & drink. In most cases, the type of Bonus Action that can be taken will be specified (such as an Aggressive or Defensive action), but in some cases where specified, any type of Bonus Action can be used. A full list of Bonus Actions will be provided at a later time.
Free Action: Free actions allow users to use an additional Full and/or Bonus Action on their turn. This type of action is usually reserved for Alacrity or basic attack modifying skills such as the Weapon Mastery feat, Spellblade, or stat-damage swapping skills like Clever Combat.
In most cases, a skill or item will specify if a Bonus Action or Free Action can be used alongside of them, or if they themselves count as a bonus action. For example, the Scholar Skills Planned Attack and Clever Combat count as Free Actions, and can be used in the same turn as a Standard Action such as using an item or another skill. Similarly, the Visimorph Mask Swaps in many cases allow a Basic Attack to be made as a Bonus Action alongside of them. Some items, such as the Boots of Speed (see below) allow the user to gain a free Bonus Action after a certain amount of Rounds have passed. For many classes with Taunts, those skills allow the user to take a defensive action (such as Defending) as a Bonus Action alongside taunting.
Some skills, spells, and items currently include rules for Glancing Blows. This will continue to be the case. In essence, Glancing Blows allow for players to still gain a benefit for not meeting their accuracy check, so long as they rolled close to it. Generally, Glancing Blows have greatly reduced effects, such as partial (usually halved or less) damage or the absence of secondary effects. Most skills, items, etc. do NOT have Glancing Blow rules, but those actions that do have Glancing Blow Rules have case-by-case stated effects. For example:
The Dominion Rod’s Hammer Guardian performs a Glancing Blow if it rolls within 10% of its accuracy (i.e., if the Hammer Guardian’s accuracy is 50%, a 51-60% is considered a Glancing Blow), which causes it to deal no damage, but instead gives it a lower percentage chance to Stagger.
All players now have an additional equipment slot: the Free Slot! This slot allows players to equip an additional Accessory item of their choice into it. Because of the vast number of items (and growing) currently in DnD, it was becoming difficult for players to debate on what items to keep and equip because of slot restrictions. Hopefully, this’ll help!
Note: You can ONLY equip Accessories into it, so Helmet, Chest, Gloves, Boots, and Cloak slot items cannot be placed here!