• RollOnline proposal/standard

  • RollOnline possible examples

  • Movement Ballad

  • Rolling scheme proposals:

    This is for online dice pool rolling/chat app. But it should be considered as a possible online rolling standard to use.

    roll channels:

    • /roll (Allows you to roll to your own private client window to set up your own roll templates/schemas. You can save these roll templates accordingly and double/right click on them to convert them to respective rolls towards different target roll channels accordingly..or you may, often as a GM or if given permissions, prompt other users online with such roll templates (as popup windows/tabs/etc.) on their screen to “poke” them to make the necessary rolls as the game flows on…)
    • /rollnow (By adding a now suffix, allows you to roll dice to current online public table slot prompted/made available by GM host, if any.)
    • /rollto (Similar to now suffix, but defers the execution of the rolling of results until later which is either triggered by GM or automated game event triggers (and the dice layout setup may be edited by GM/players) before actually rolling of the results. )
    • /gmroll /gmrollnow /gmrollto (Secretely rolls to GM. Doesn’t reveal this roll to other players at all, or indicates you actually rolled anything to other players. Simply Prefix above with gm.)

    Often, rollto and rollnow would often have to conform to a particular schema/template since it rolls to the public online table, and this depends on the game setup by the GM and the current game situation. The template (and possible GUI) is clearly shown in the respective slot at the online table itself, or via popup window prompts, tabs, etc.. Additionally, usually online dice pool limits will apply to rollto and rollnow calls for each player, with the player only allowed to invest a limited number of dice into each of these rolls.

    Null rolls…

    Null rolls can be used to represent diceless actions or actions that are somewhat related to “dice” in concept, but have zero effective quantities.

    • /roll 0d - Dummy “null” roll to indicate rolling of “nothing” or a roll that requires 0 dice investment. Using d10/dWhatever/ie. any sided dice wouldn’t matter in this case..but it may act as further descriptio.n
    • /roll 0d0 - Strict dummy null roll of no sides.
    • /roll 0d10 - eg. Strict dummy null roll of zero “10” sided dice.

    Variable rolls…

    Without specifying a number prefix to the dice, you indicate rolling unknown “n” number of that respective dice.

    • /roll d10 - Roll some 10 sided dice.

    Grouped/Multiple rolls…

    Seperate grouped rolls with either a + or -, or optionally include = seperators between them to define explicitly seperate top-level tabulated groups, which may use the given inner +/- operators optionally (depending on the game/gm setup itself for the given roll template).

    • /roll 4d10 + 2d10 - Roll 4 10-sided dice and 2 10-sided dice
    • /roll 4d10 + 2d10 = - Roll 4 10-sided dice and 2 10-sided dice and compute results through default game scheme setup
    • /roll 4d10 + 2d10 = 3d10 = 2d10 Roll individually computed results with = seperated groups

    Hidden dice results

    Hide rolled dice results (can only be revealed by GM or if made allowable to specific players to “open” each individual dice), by suffixing dice with h character. Only GM can see the results.

    • /roll 4d10h - Roll 4 10 sided dice with results hidden to other players.

    Hide entire portion of dice roll from other players and only GM knows about it. Suffix with

    Suffix portion with gm.

    • /roll d10 + 4d10gm - Roll some 10 sided dice with the 4 10-sided dice portion hidden from other players.

    Labeling dice

    You can label dice by adding a colon :LabelDice after. (note: labels are not case sensitive..). Labeled dice may have their own limited dice pool quota per player for a given game, or may have their own implied number of sides/result resolution, depending on the game schema.

    • /roll d10:Red - Roll some 10 sided “Red” dice.
    • /roll d:WeirdDiceForGame - Roll some weird dice setup for a particular game called “WeirdDiceForGame”.

    Describing dice

    • /roll 4d10 Jumping + 3d10 Swimming
    • /roll 4d10:Red Jumping + 3d10:Blue Swimming

    Use specific target number to retrieve number of successes of rolls

    Simply suffix >N to dice, where N is the specific target number.

    /roll d10>7 - Rolls dice at TN 7 (target number 7, >=7)

    Rolling towards target(s)

    After rolling, you may add as many @ seperators to indicate who you wish to target with that roll, (the person/target zone/at something/etc.). Define detailed targeting within a specific “target” by seperating with colons :.

    • /roll 4d10 @Alfred - Roll 4 d10s towards Alfred
    • /roll 4d10 @ Alfred - Roll 4 d10s towards Alfred
    • /roll 4d10 @ Alfred : Downward Swing to Head - Roll 4 d10s towards Alfred with a Downward Swing to Head
    • /roll 4d10 @ Alfred @ John - Roll 4 d10s towards Alfred and John.

    Rolling “now” in reply towards another person’s roll.

    Usually, when you use rollnow/rollto @something..., many games will automatically create a rollnow/rollto reply number slot (with index number eg. #1 or #1.1 or #1.1.1 depending on the schema) towards a particular character to allow that character to respond with his own dice pool against another character’s roll.

    /roll 7d10 @ Alfred.2 - Replies to Alfred with 7 D10s at number “2”.

    Template tokens

    To define your template variable token fields, enclose it with curly braces. Variable names are case sensitive. ANY_DICE is a reserved keyword though, allowing you to roll any combination of dice as you see fit.

    • roll d6 {varEntry1} + d10:{diceLabel} {varEntry2} @{Person} : {targetZone}
    • roll d10>{tn} {manuever} @ {Person} : {targetZone}
    • roll {ANY_DICE} {manuever} @ {Person} : {targetZone}

    Optional tokens

    Simply precede variable name with a question mark ?. ANY_DICE cannot be made optional though, only exception.

    • roll d6 {?desc}

    Quantifiers tokens

    Considering a enclosed section with square [] brackets, and subsequent regex style quantifier suffix? ANY_DICE cannot be quantified though, only exception.

    Choice selection tokens

    Enclosed brackets ().

    • roll 1(d6|d10) {description} - Roll 1 D6 or 1 D10 of particular description.

    Roll Templates vs validations/processes

    Templates don’t define validations or how the results may be processed. Validations/processes are done seperate from templates (either manually or through a seperate app-specific module) to avoid over-complicating templates. The position of the token within the prescribed Standard Roll Format and the labeling already implicitly determines what that token entails. By keeping such roll templates minimal/bare-bones, they can be better re-used for multiple games/rule-sets or re-interprated by human/AI GMs in any way he sees fit.

    Likewise, whether a certain dice roll portion requires dice limits from player pool or not, is not handled by the roll template itself, but externally through the “game” itself.

    Roll templates simply define the view “input structure” to use, but doesn’t contain any logic in itself.

    Standard Roll Format

    Format..

    /rollChannel {ANY_DICE} [@ {target}]

    Summary:
    ??d## - Within {ANY_DICE}, a whole word smallcase d preceding an optional number ## (sidedness) indicates dice to roll, ie. the dice definition. ?? is optional to define specific number of dice to roll. This is further added by optional :label to indicate special dice label if needed (eg. d10:White ).
    d## WholeWord - A whole word after dice indicates description of that preceding dice definition. (or may imply description fo all preceding dice definitions, this is up to personal interpretation and doesn’t concern the program)
    @ - Target(s) seperator

  • Examples

    Song of Swords

    • Roll for Bout Orientation /roll 1d10h:{orient} + 0d:{orientAnti}

    • Commit a Bout manuever to target with any additional dice cost (known only by GM) due to any manuever/range/misc modifiers with a given TN/rollto d10>{tn} {manuever} + d10gm cost @ {target}

    • Declare General action phase action (doesn’t require any dice roll, so use dummy 0d1 dice to represent it) towards optional target/area /rollto 0d1 {action} ?@

  • Hit box mapping:

    Upperhead Volume
    Face Side (box-side specific)
    Neck Volume
    Chest Side (box-side specific)
    Belly Side (box-side specific)
    Upper Back Side (of Chest) (box-side specific)
    Lower Back Side (of Belly) (box-side specific)
    Side Sides (left and right)
    Hip Volume
    Groin Sides (front and back)
    Thigh Volume
    Knee Volume
    Shoulder Side (top side of Chest)
    Upper Arm Volume
    Elbow Sides (of elbow face of upper-arm and fore-arm respectively)
    Forearm Volume
    Hand Volume

    Need at least half exposure over all hit point samples (under each hit location) to be considered hittable…

  • Ballad of Laser Whales 3D: A Prototype

    FEATURES OF PROTOTYPE:

    PHASE 1: Tabletop sandbox Functionality:

    • Standard figure 3D model biped with hit boxes to track covered hit locations (over static normalized poses: standing, crouch, prone + behaviour combinations)
    • Terrain and environment.
    • Foot IK solver no clipping on terrain and environment. https://gist.github.com/Farfarer/3891630
    • HUD target 3D arc indiciators with color, flashing and angling to indicate enemies and interactions
    • Rotate body pose indepedant of camera (standing, crouch, prone) during movement
    • Detect missile defense cover values and exposed hit locations on targets.
    • All Ballad actions
    • Cover blocks and Active Defense AI
    • Climbable/vaultable blocks

    PHASE 2: Visual Aesthetic:

    • Animation of figure 3D model poses and movement
    • Location specific visual bullet tracers programmed to hit specific locations on hit box. Visual effects of weapons.
    • Full 3D model skinning/modelling

    WHAT ENGINE TO USE?

    Choices are:

    • Unity
    • Heaps
    • BabylonHX
    • Alternativa3D
  • 1 round of 3 phases each.

    EACH PHASE:

    Instant Action Sub-Phase: (1 second instant action phase)

    • Aim
    • Shoot [(Single shot, Double Shot, Rapid Fire (with Run&Goone?) upon execution)]
    • Covering Fire
    • Melee Attack
    • Melee Ambush
    • Throw/Prepare Grenade
    • Reload
    • Active Defense
    • Misc (Other actions )
    • Sprint (in lieu of any actions. Remaining movement carries over to next Sub phase)

    Simply declare your prefered mode of action to GM, regardless of whether you execute it or not during Instant Aciton Sub phase. Your character will change to the appropiate weapon/stance/direction automatically to hint to others what that action would likely be (Ranged, Melee, Thrown, Reloading, Misc, Sprint, etc.) and who is likely to be targeted. PER tests may be automatically applied to peek into actual nature of the declared action.

    You are limited to moving 1.5 yards cap within this sub phase, or 3 yards (if sprinting), or (0.75 yards, if moving slowly).

    Declared actions must be done against known targets in view, otherwise they still incur moving while shooting penalty if moving in any way to declare action on target.

    Run & Gonne Sub-Phase: ( Remaining (MOB-3) allowance before declared/undeclared actions may occur)

    • Shoot (may count as undeclared* on opportunity)
    • Covering Fire (may count as undeclared* on opportunity)
    • Melee Attack (may count as undeclared* on opportunity)
    • Throw Prepared Grenade (prepared grenade must be declared beforehand)
    • Sprint (in lieu of any actions) (Doing Sprint at this stage only gives (MOB-3)*2) yards allowance.

    *All undeclared actions use half base dice only.

    Implied actions from 3D execution:

    • Take Cover (simply duck or prone to gain benefits from any cover, and do not declare any other actions)

    Active Defense

    You either receieve attacks upon breaking out of cover for too long, or if you do receive any attacks while behind cover, you gain your +ADR pool defense roll against it. You may run Active defense against a target during Instant Action Sub Phase and stay behind half cover while moving to take cover in relation to specific target’s movement.

    …………


    Melee-ranged attacks:

    All Melee Attacks are treated as 1-on-1 in Ballad. There are no X-vs-1 bouts in Ballad.

    Any Shoot action executed within Melee range is treated as a 1-on-1 Melee Attack with the initiator having initiative, and also allows Character to react after being shot, or even steal initiative before attacking manuever is resolved (if the attack received is not Melee Ambush).

    Once activated “melee-ranged” combat.. (Receives + ADR to Melee Combat Pool as Base Dice, can shoot up to max MP while in Melee against undefended, though any cover will act as RS.)

{"cards":[{"_id":"7c4d64785d9ea740aa000030","treeId":"7c4d651cf2d2bf0d82000037","seq":11532899,"position":1,"parentId":null,"content":"# RollOnline proposal/standard"},{"_id":"7c4d64485d9ea740aa000031","treeId":"7c4d651cf2d2bf0d82000037","seq":11532998,"position":1,"parentId":"7c4d64785d9ea740aa000030","content":"## Rolling scheme proposals:\n\nThis is for online dice pool rolling/chat app. But it should be considered as a possible online rolling standard to use.\n\nroll channels:\n\n- `/roll` (Allows you to roll to your own private client window to set up your own roll templates/schemas. You can save these roll templates accordingly and double/right click on them to convert them to respective rolls towards different target roll channels accordingly..or you may, often as a GM or if given permissions, prompt other users online with such roll templates (as popup windows/tabs/etc.) on their screen to \"poke\" them to make the necessary rolls as the game flows on...)\n- `/rollnow` (By adding a `now` suffix, allows you to roll dice to current online public table slot prompted/made available by GM host, if any.)\n- `/rollto` (Similar to `now` suffix, but defers the execution of the rolling of results until later which is either triggered by GM or automated game event triggers (and the dice layout setup may be edited by GM/players) before actually rolling of the results. )\n- `/gmroll` `/gmrollnow` `/gmrollto` (Secretely rolls to GM. Doesn't reveal this roll to other players at all, or indicates you actually rolled anything to other players. Simply Prefix above with `gm`.)\n\nOften, `rollto` and `rollnow` would often have to conform to a particular schema/template since it rolls to the public online table, and this depends on the game setup by the GM and the current game situation. The template (and possible GUI) is clearly shown in the respective slot at the online table itself, or via popup window prompts, tabs, etc.. Additionally, usually online dice pool limits will apply to `rollto` and `rollnow` calls for each player, with the player only allowed to invest a limited number of dice into each of these rolls.\n\n\n### Null rolls...\n\nNull rolls can be used to represent diceless actions or actions that are somewhat related to \"dice\" in concept, but have zero effective quantities.\n\n- `/roll 0d` - Dummy \"null\" roll to indicate rolling of \"nothing\" or a roll that requires 0 dice investment. Using `d10`/`dWhatever`/ie. any sided dice wouldn't matter in this case..but it may act as further descriptio.n\n- `/roll 0d0` - Strict dummy null roll of no sides.\n- `/roll 0d10` - eg. Strict dummy null roll of zero \"10\" sided dice.\n\n### Variable rolls...\n\nWithout specifying a number prefix to the dice, you indicate rolling unknown \"n\" number of that respective dice.\n\n- `/roll d10` - Roll some 10 sided dice.\n\n### Grouped/Multiple rolls...\n\nSeperate grouped rolls with either a `+` or `-`, or optionally include `=` seperators between them to define explicitly seperate top-level tabulated groups, which may use the given inner `+`/`-` operators optionally (depending on the game/gm setup itself for the given roll template). \n\n- `/roll 4d10 + 2d10` - Roll 4 10-sided dice and 2 10-sided dice\n- `/roll 4d10 + 2d10 = ` - Roll 4 10-sided dice and 2 10-sided dice and compute results through default game scheme setup\n- `/roll 4d10 + 2d10 = 3d10 = 2d10` Roll individually computed results with `=` seperated groups\n\n### Hidden dice results\n\nHide rolled dice results (can only be revealed by GM or if made allowable to specific players to \"open\" each individual dice), by suffixing dice with `h` character. Only GM can see the results.\n\n- `/roll 4d10h` - Roll 4 10 sided dice with results hidden to other players.\n\n### Hide entire portion of dice roll from other players and only GM knows about it. Suffix with\n\nSuffix portion with `gm`.\n\n- `/roll d10 + 4d10gm` - Roll some 10 sided dice with the 4 10-sided dice portion hidden from other players. \n\n\n### Labeling dice\n\nYou can label dice by adding a colon `:LabelDice` after. (note: labels are not case sensitive..). Labeled dice may have their own limited dice pool quota per player for a given game, or may have their own implied number of sides/result resolution, depending on the game schema.\n\n- `/roll d10:Red` - Roll some 10 sided \"Red\" dice.\n- `/roll d:WeirdDiceForGame` - Roll some weird dice setup for a particular game called \"WeirdDiceForGame\".\n\n### Describing dice\n\n- `/roll 4d10 Jumping + 3d10 Swimming`\n- `/roll 4d10:Red Jumping + 3d10:Blue Swimming`\n\n### Use specific target number to retrieve number of successes of rolls\n\nSimply suffix `>N` to dice, where `N` is the specific target number.\n\n`/roll d10>7` - Rolls dice at TN 7 (target number 7, >=7)\n\n### Rolling towards target(s)\n\nAfter rolling, you may add as many `@` seperators to indicate who you wish to target with that roll, (the person/target zone/at something/etc.). Define detailed targeting within a specific \"target\" by seperating with colons `:`.\n\n- `/roll 4d10 @Alfred` - Roll 4 d10s towards Alfred\n- `/roll 4d10 @ Alfred` - Roll 4 d10s towards Alfred\n- `/roll 4d10 @ Alfred : Downward Swing to Head` - Roll 4 d10s towards Alfred with a Downward Swing to Head\n- `/roll 4d10 @ Alfred @ John` - Roll 4 d10s towards Alfred and John.\n\n\n### Rolling \"now\" in reply towards another person's roll.\n\nUsually, when you use `rollnow`/`rollto` `@something...`, many games will automatically create a `rollnow`/`rollto` reply number slot (with index number eg. `#1` or `#1.1` or `#1.1.1` depending on the schema) towards a particular character to allow that character to respond with his own dice pool against another character's roll.\n\n`/roll 7d10 @ Alfred.2` - Replies to Alfred with 7 D10s at number \"2\".\n\n### Template tokens\n\nTo define your template variable token fields, enclose it with curly braces. Variable names are case sensitive. `ANY_DICE` is a reserved keyword though, allowing you to roll any combination of dice as you see fit.\n\n- `roll d6 {varEntry1} + d10:{diceLabel} {varEntry2} @{Person} : {targetZone}`\n- `roll d10>{tn} {manuever} @ {Person} : {targetZone}`\n- `roll {ANY_DICE} {manuever} @ {Person} : {targetZone}`\n\n### Optional tokens\n\nSimply precede variable name with a question mark `?`. `ANY_DICE` cannot be made optional though, only exception.\n\n- `roll d6 {?desc}`\n\n\n### Quantifiers tokens\n\nConsidering a enclosed section with square `[]` brackets, and subsequent regex style quantifier suffix? `ANY_DICE` cannot be quantified though, only exception.\n\n### Choice selection tokens\n\nEnclosed brackets `()`.\n\n- `roll 1(d6|d10) {description}` - Roll 1 D6 or 1 D10 of particular description.\n\n\n### Roll Templates vs validations/processes\n\nTemplates don't define validations or how the results may be processed. Validations/processes are done seperate from templates (either manually or through a seperate app-specific module) to avoid over-complicating templates. The position of the token within the prescribed Standard Roll Format and the labeling already implicitly determines what that token entails. By keeping such roll templates minimal/bare-bones, they can be better re-used for multiple games/rule-sets or re-interprated by human/AI GMs in any way he sees fit.\n\nLikewise, whether a certain dice roll portion requires dice limits from player pool or not, is not handled by the roll template itself, but externally through the \"game\" itself.\n\nRoll templates simply define the view \"input structure\" to use, but doesn't contain any logic in itself.\n\n### Standard Roll Format\n\nFormat..\n\n`/rollChannel {ANY_DICE} [@ {target}]`\n \nSummary:\n`??d##` - Within `{ANY_DICE}`, a whole word smallcase `d` preceding an optional number `##` (sidedness) indicates dice to roll, ie. the dice definition. `??` is optional to define specific number of dice to roll. This is further added by optional `:`label to indicate special dice label if needed (eg. `d10:White` ).\n`d## WholeWord` - A whole word after dice indicates description of that preceding dice definition. (or may imply description fo all preceding dice definitions, this is up to personal interpretation and doesn't concern the program)\n`@` - Target(s) seperator"},{"_id":"7c41c455220607f8a8000032","treeId":"7c4d651cf2d2bf0d82000037","seq":12189744,"position":2,"parentId":null,"content":"# RollOnline possible examples"},{"_id":"7c41c3e1220607f8a8000033","treeId":"7c4d651cf2d2bf0d82000037","seq":11533011,"position":1,"parentId":"7c41c455220607f8a8000032","content":"## Examples\n\n### Song of Swords\n\n- Roll for Bout Orientation `/roll 1d10h:{orient} + 0d:{orientAnti}`\n\n- Commit a Bout manuever to target with any additional dice cost (known only by GM) due to any manuever/range/misc modifiers with a given TN`/rollto d10>{tn} {manuever} + d10gm cost @ {target}`\n\n- Declare General action phase action (doesn't require any dice roll, so use dummy `0d1` dice to represent it) towards optional target/area `/rollto 0d1 {action} ?@`"},{"_id":"783e1ed9b2fbb2c32c000085","treeId":"7c4d651cf2d2bf0d82000037","seq":12373620,"position":3,"parentId":null,"content":"Movement Ballad"},{"_id":"782f5975a538e407f5000040","treeId":"7c4d651cf2d2bf0d82000037","seq":12382295,"position":0.25,"parentId":"783e1ed9b2fbb2c32c000085","content":"Hit box mapping:\n------------------\nUpperhead Volume\nFace Side (box-side specific)\nNeck Volume\nChest Side (box-side specific)\nBelly Side (box-side specific)\nUpper Back Side (of Chest) (box-side specific)\nLower Back Side (of Belly) (box-side specific)\nSide Sides (left and right)\nHip Volume\nGroin Sides (front and back)\nThigh Volume\nKnee Volume\nShoulder Side (top side of Chest)\nUpper Arm Volume\nElbow Sides (of elbow face of upper-arm and fore-arm respectively)\nForearm Volume\nHand Volume\n\n\nNeed at least half exposure over all hit point samples (under each hit location) to be considered hittable...\n\n\n\n"},{"_id":"782fc3fca1dbfd4598000040","treeId":"7c4d651cf2d2bf0d82000037","seq":12383180,"position":0.5,"parentId":"783e1ed9b2fbb2c32c000085","content":"Ballad of Laser Whales 3D: A Prototype\n------------------------------------------------\n\nFEATURES OF PROTOTYPE:\n-------------------------------\n\nPHASE 1: Tabletop sandbox Functionality:\n- Standard figure 3D model biped with hit boxes to track covered hit locations (over static normalized poses: standing, crouch, prone + behaviour combinations)\n- Terrain and environment. \n- Foot IK solver no clipping on terrain and environment. https://gist.github.com/Farfarer/3891630\n- HUD target 3D arc indiciators with color, flashing and angling to indicate enemies and interactions\n- Rotate body pose indepedant of camera (standing, crouch, prone) during movement\n- Detect missile defense cover values and exposed hit locations on targets.\n- All Ballad actions\n- Cover blocks and Active Defense AI\n- Climbable/vaultable blocks\n\n\n\nPHASE 2: Visual Aesthetic:\n- Animation of figure 3D model poses and movement\n- Location specific visual bullet tracers programmed to hit specific locations on hit box. Visual effects of weapons.\n- Full 3D model skinning/modelling\n\n\nWHAT ENGINE TO USE?\n-----------------------\nChoices are:\n- Unity\n- Heaps\n- BabylonHX\n- Alternativa3D"},{"_id":"783e1e94b2fbb2c32c000086","treeId":"7c4d651cf2d2bf0d82000037","seq":12382309,"position":1,"parentId":"783e1ed9b2fbb2c32c000085","content":"1 round of 3 phases each.\n\n# EACH PHASE:\n\n## Instant Action Sub-Phase: (1 second instant action phase)\n\n- Aim\n- Shoot [(Single shot, Double Shot, Rapid Fire (with Run&Goone?) upon execution)] \n- Covering Fire\n- Melee Attack\n- Melee Ambush\n- Throw/Prepare Grenade\n- Reload\n- Active Defense\n- Misc (Other actions )\n- Sprint (in lieu of any actions. Remaining movement carries over to next Sub phase)\n\nSimply declare your prefered mode of action to GM, regardless of whether you execute it or not during Instant Aciton Sub phase. Your character will change to the appropiate weapon/stance/direction automatically to hint to others what that action would likely be (Ranged, Melee, Thrown, Reloading, Misc, Sprint, etc.) and who is likely to be targeted. PER tests may be automatically applied to peek into actual nature of the declared action. \n\nYou are limited to moving 1.5 yards cap within this sub phase, or 3 yards (if sprinting), or (0.75 yards, if moving slowly). \n\nDeclared actions must be done against known targets in view, otherwise they still incur moving while shooting penalty if moving in any way to declare action on target. \n\n## Run & Gonne Sub-Phase: ( Remaining (MOB-3) allowance before declared/undeclared actions may occur)\n\n- Shoot (may count as undeclared* on opportunity)\n- Covering Fire (may count as undeclared* on opportunity)\n- Melee Attack (may count as undeclared* on opportunity)\n- Throw Prepared Grenade (prepared grenade must be declared beforehand)\n- Sprint (in lieu of any actions) (Doing Sprint at this stage only gives (MOB-3)*2) yards allowance.\n\n*All undeclared actions use half base dice only.\n\n### Implied actions from 3D execution:\n\n- Take Cover (simply duck or prone to gain benefits from any cover, and do not declare any other actions) \n\n### Active Defense\n\nYou either receieve attacks upon breaking out of cover for too long, or if you do receive any attacks while behind cover, you gain your +ADR pool defense roll against it. You may run Active defense against a target during Instant Action Sub Phase and stay behind half cover while moving to take cover in relation to specific target's movement.\n\n\n............\n____________________________________________\n\n\nMelee-ranged attacks:\n---------------------\n\nAll Melee Attacks are treated as 1-on-1 in Ballad. There are no X-vs-1 bouts in Ballad.\n\nAny Shoot action executed within Melee range is treated as a 1-on-1 Melee Attack with the initiator having initiative, and also allows Character to react after being shot, or even steal initiative before attacking manuever is resolved (if the attack received is not Melee Ambush). \n\nOnce activated \"melee-ranged\" combat.. (Receives + ADR to Melee Combat Pool as Base Dice, can shoot up to max MP while in Melee against undefended, though any cover will act as RS.)\n"}],"tree":{"_id":"7c4d651cf2d2bf0d82000037","name":"RollOnline","publicUrl":"rollonline"}}