1 Round = 10 Segments = 1 Minute
1 Segment = 6 seconds
Combat is divided into 1 minute period melee rounds, or simply rounds. Rounds are subdivided into 10 segments, for purposes of determining combat action order.
The basic procedure for encounters is to first determine surprise conditions and encounter variables. The combatants declare actions to be taken and then combat actions are followed based upon the time required (in segments) to perform them.
During a one minute melee round many attacks are made, but some are mere feints, while some are blocked or parried. One, or possibly several, have the chance to actually score damage.
So while a round of combat is not a continuous series of attacks, it is neither just a single blow and counter-blow affair. The opponents spar and move, seeking the opportunity to engage when an opening in the enemy’s guard presents itself.
An attack roll (or “to hit” roll) represents an attempt to strike an opponent during a round. When a creature makes an attack roll, a d20 is rolled and modifiers added to the roll. If the result is equal to or greater than that required to hit the opponent’s armor class on the appropriate Attack Matrix, the attack is successful and damage may be dealt.
Automatic Misses and Hits. A natural 1 (the d20 comes up 1) on an attack roll is always a miss. A natural 20 (the d20 comes up 20) is always a hit.
Armor Class (“AC”) represents how hard it is for opponents to land a solid, damaging blow. For humanoids, this will be mostly a function of armor worn, Dexterity modifier, or a readied shield. For other creature types, it takes into account exceptionally thick hide, armor plating, chitinous exoskeleton, or even size and speed.
Dexterity Modifiers. Dexterity adjustments to armor class are given in the section on Character Abilities. Certain circumstances can negate these modifiers. (See Typical Combat Modifiers.)
Armor Rating Adjustments (by Weapon Type). These modifiers, found in the section on Equipment, are reserved for weapons used versus specific types of armor, not necessarily against actual armor class. Creatures not wearing armor are generally assumed to grant no adjustments against Armor Class, however the DM may choose to modify this on a case by case basis (e.g. a heavily scaled dragon may be considered to have an Armor Rating of 2, equal to a human wearing plate mail and employing a shield). The Monster Manual will also specify the values as appropriate to the creature.
Find the level (or, in the case of monsters, hit dice) of the attacker on the appropriate chart and matrix that with the armor class of the defender. (See also Character Classes.)
The resulting number or greater must be rolled on a d20 for a successful hit. Penalties and bonuses may modify either the die roll or the number needed to hit (i.e. the armor class value of the target).
Armor class worse than 10 is not possible except through cursed items. Armor class values better than 2 are easily possible due to magical bonuses and Dexterity bonuses.
Monsters with HD+. When using Combat Table I, any plus in a Hit Die rating above +3 equals another hit die to a maximum of +1 to hit dice. (E.g. 6+6 equals 7 hit dice.)
Demi-humans and 0-level NPCs. Elves and half-elves with no character class use the Fighter attack matrix, while non-player character half-orcs with no character class use the attack matrix for Monsters. Dwarves, elves, and gnomes are never lower than 1st level (unlike halflings, half-elves, or humans, which may be of 0-level) and all use the Fighter attack matrix.
Normal men such as men-at-arms are always considered to be 0-level. (See Non-Player Characters, Hirelings, Mercenary Soldier.)
A quick glance at the progression of numbers on the Attack Matrix Tables found in the Character Classes section or the attack matrix for Monsters will reveal that 20 is repeated. This reflects the fact that a 20 (or above), even modified with bonuses “to hit”, indicates a “perfect” hit. It also incidentally helps to assure that opponents with high armor class values are not “hit proof”.
Certain spells such as curse, prayer, and protection from evil adjust the chance “to hit” of either the attack or the defender or both.
Such changes must be made to the armor class of the figure concerned, not to the dice score rolled in attacking.
Some creatures are only struck by magic weapons and, in some cases, the level of magic must be taken into account.
Despite special defenses which protect certain creatures from attacks by non-magical weapons, these monsters can be effectively hit by attackers as follows. This provides for magical properties and power of the attacking creature.
* Creatures with actual character classes (not some facsimile) do not count the levels in the character class toward their hit dice. Thus a (very special) hill giant that possesses 3 levels of fighter can only hit a creature with a +2 or better requirement using a non-magical weapon.
The steps for encounter and combat are as follows.
Continue each melee round by following steps 3 through 7 above until conflict ends due to fleeing, inability to continue, or death of one or both parties.