Sequence of Combat
Sequence of steps through a round of combat
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Each round:
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GM secretly decides on monster actions
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GM asks players to announce actions
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Both sides roll initiative
-
Take actions in initiative phases:
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Very fast actions |
 |
Fast actions* |
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Average actions |
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Slow actions |
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Very slow actions |
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Actions delayed to end of round |
Resolve en-of-round issues
*You
can start moving on the Fast phase, but you can't finish
you action until the actual speed of your action, e.g. a weapon
with a speed of slow wouldn't strike (or miss) until the Slow
phase. |
Combat Actions
What you can do during a combat round
(PHB p. 93–96)
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No-move
actions
(Can adjust facing and move one square)
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Attack |
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Bind
wounds |
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Cast a Spell* |
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Cover |
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Fire/Throw Missiles (normal
RoF) |
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Guard |
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Open
stuck or secret door |
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Parry |
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Unarmed Combat |
 |
Use a Magical Item |
* If spell
is Slow or faster, caster can half-move at end of round.
Half-move
actions
(Can move up to half of move rate then perform an action)
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Attack |
 |
Charge |
 |
Fire/Throw Missiles (half the normal
RoF) |
 |
Guard |
 |
Unarmed Combat |
 |
Withdraw |
Full-move
actions
(Can move up to full move rate and perform action)
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Charge |
 |
Move |
 |
Run
(2x base move) |
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Sprint
(3x base move) |
Monsters
and characters with multiple weapons perform all attacks in same phase
Fighters
with multiple attacks a round (like 3/2) make one attack per phase
until done.
Attack
Types
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Flat-of-blade |
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Overbear |
 | Punch |
|
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Initiative Roll
(PHB 93–96)
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Roll
1d10
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If you
get a 10, every action on your side is delayed one phase |
 |
If you
get a 1, every action on your side is sped up one phase. |
|
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To-Hit Roll
(PHB 89–91)
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Calculate your needed to-hit roll:
 |
subtract the
target’s AC from your THAC0 |
Roll 1d20
 |
add any bonuses
from attack maneuvers (like charge) |
 |
add any bonuses
from environmental effects |
compare
to needed to-hit roll (roll must be >= number)
|
Damage Roll
(PHB 103–104)
|
Based on the size of the target (ask GM):
 |
roll
the damage dice for the weapon you are using (see weapon list on character
sheet)
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apply
any modifiers from attack maneuvers (like charge) |
|
|
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Saving Throw
(PHB 100–102)
|
Roll 1d20
 |
add
any bonuses from magic armor (if applicable) |
 |
add
any bonuses from magic protection, e.g. rings (if applicable) |
 |
add
any racial bonuses (if applicable) |
Compare
to appropriate save number (roll must be >= number)
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Skill Roll
(PHB 55–56)
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Roll
1d20
Compare
to needed roll (roll must be <= number)
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Initiative Modifiers
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Magical Weapons
+2 or +3: speed up one phase
+4 or more: speed up two phases
Magic Item Phase
Potion: Average
Scroll: Very Slow
Rod, Staff, or Wand: Fast
Miscellaneous Magical Item: Average
Spell Casting
Time
1–3: Fast
4–6: Average
7–9: Slow
1 round or more: Very Slow
Spell effects
Hasted: improve two phases
Slowed:
penalized two phases
Wading
in waist-deep water: one phase penalty
Wading
in shoulder-deep water: two phase penalty
Call
shot: one phase penalty
On
higher ground than opponent
Set
to receive opponent's charge
Wading
or have slippery footing
In
a foreign environment
Hindered
(tangled, climbing)
Waiting
Using
fists
Charging
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To-Hit Modifiers
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You are:
On
higher ground than opponent: +1
Opponent
is invisible: -4
Opponent
is off-balance: +2
Opponent
is sleeping or held: automatic
hit
Opponent
is stunned or prone: +4
Opponent
is surprised: +1
Firing
missiles from medium range: -2
Firing
missiles from long range: -5
Attacking
opponent’s rear: +2
Charging: +2
Calling
a shot: -4
Attacking
“flat-of-blade”: -4
Fighting
unarmed attacker: +4
Using
“off hand”: -2
Fighting
two-handed: -2
Mounted;
opponent smaller than mount: +1
Attacking
mounted opponent: -1
Mount
is untrained: -2
Firing
missiles from moving mount: -1 to –5
Target
concealed or covered: -1 to –10
|
Damage Modifiers
|
You are:
Charging:
x2*
Attacking
“flat-of-blade”: x˝
Fighting
unarmed attacker: +4
*Only
if using appropriate weapon
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Character Points
What
you can do with Character Points
|
 | Character points are used to purchase weapon proficiencies. New weapon proficiencies usually cost 2 or 3 character points. |
 | Similarly, character points are used to purchase nonweapon
proficiencies. Purchasing a nonweapon proficiency usually costs from 2 to 5 points. |
 | Points can be used to increase nonweapon proficiency scores. One character point improves a proficiency score by a +1 permanent bonus. |
 | Priests and wizards can spend points to gain extra spells. Only one additional enchantment per level
can be purchased this way, and the cost is 2 points plus 1 point per level of the spell purchased. Priests and wizards cannot purchase higher level spells than they can cast. Look to chapters four and eight for more information on magic and character points. |
 | Character points also can be used in the course of play, not just during character creation or between adventures. During a game session, a player can spend saved points to give his character a second chance to accomplish a feat, or to reroll a failed attack, saving throw, proficiency check, or even a low damage
roll. |
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