DnD_battler/encounter/__init__.py
from ._action import EncounterAction # inherits EncounterBase
class Encounter(EncounterAction):
"""
The encounter class is the arena for the battle
In a dimentionless model, move action and the main actions dash, disengage, hide, shove back/aside, tumble and overrun are meaningless.
weapon attack —default
two-weapon attack —
Good when the opponent has low AC (<12) if 2nd attack is without proficiency.
Stacks with bonuses such as sneak attack or poisoned weapons —neither are in the model.
Due to the 1 action for donning/doffing a shield, switch to two handed is valid for unshielded folk only.
Best keep two weapon fighting as a prebuild not a combat switch.
AoE spell attack — Layout…
targetted spell attack —produce flame is a cantrip so could be written up as a weapon. The bigger ones. Spell slots need to be re-written.
spell buff —Barkskin is a druidic imperative. Haste? Too much complication.
spell debuff —Bane…
dodge —targetted and turn economy
help —high AC target (>18), turn economy, beefcake ally
ready —teamwork preplanning. No way.
grapple/climb —very situational. grapple/shove combo or barring somatic.
disarm —disarm… grey rules about whether picking it up or kicking it away is an interact/move/bonus/main action.
netting is a better option albeit a build.
called shot —not an official rule. Turn economy.
"""
pass