Here I offer an example of something I stole from 3rd Edition. I didn’t think very much of the table I found in the book (and I can’t remember which book, I honestly can’t), so I redesigned the table and fit it to my campaign.
I’m including it now as we are involved for the campaign in some combat, and it would be helpful. This is generally meant to be used with a hex map, which I haven’t been using for the online campaign (I’d have to post an update of the combat positions each round, which isn’t worth it for small combat tactics), but this still may help with comprehending what may be done in a six second round. Notes are below.
I’ll go through the table in order, for those things which seem to obviously require explanation. I’ll answer any questions as necessary.
Where it reads “maximum –x feet,” this means the distance the character may move. Thus, if the character’s move is normally 25’, and attacking at “maximum –10’” the character may move 15’ and still have time to attack.
Charging/running: as the character runs forward in a steady, straight line, they pick up speed. If they had a move of 5 hexes (25’, normal speed for an unarmored person), the second round they would be able to increase their speed by that amount each additional round. Thus, they could run at 5 hexes, then 10, then 15, then 20. If, however, for the second round they chose to run at 8 hexes, then the third round they could move no faster than 13 hexes, then 18.
Activating a magic item: refers to wands, rods, staves and various miscellaneous magic, but not scrolls or potions; potions may be found under “drink” and scrolls require as long to read as the spell would normally take. Most magic items don’t need activation.
Applying poison to weapons: like similar actions, this assumes the poison and the weapon are already at hand.
Bestow spell effects: this assumes the spell is already cast and needs to be deployed, such as with shocking grasp, cure light wounds, magic stone, chromatic orb and so on.
Concentrate to maintain spell: spellcasters may move a maximum of 5’ per round without losing their concentration. I play that spells, once cast, can be “maintained” before deployed, provided the caster does not lose his or her concentration.
Direct combat spell: the maximum move that may be made after the spell has been cast.
Dismiss a working spell: spellcasters may dispel any spell of their own casting at will. This is the maximum move that may be made after the spell has been dispelled.
Initiate charge: charges must be announced if bonuses are to be gained from them.
Load bow quickly: I play that the long bow may be fired once per round, but after the initial shot additional shots are performed at –4 to hit. If the character chooses to shoot every other round, there is no penalty modifier.
Loose a shield: remove it from the arm.
Overrun: movement is reduced from the character having to avoid tripping over the fallen body.
Ready a shield: “no movement” should read “no move” as elsewhere. This is just a typo.
Retrieve an item form a backpack: “replacing” the back pack means returning it to the character’s back.
Slowing from quadruple/triple speed: indicates the drop in speed that can be managed without tumbling for 1-4 damage. Characters cannot drop from quadruple speed to normal speed/stopping; likewise, they cannot stop from triple speed to a stop.
Speak: presumes the character has chosen to reduce other actions in order to convey the message; the penalty reflects the lack of concentration.
Spellcasting: maximum move possible while casting a spell.
Touching unwilling/willing creature: this does not include instances where the character is discharging a spell; accepted, other circumstances where a character may wish to touch another person for some other reason are rare, but they do occur.
Use special ability: like spellcasting, the maximum move a character may make while making use of some inherent power the character may possess.