Each round is made up of 10 segments. Each activity to be performed by combatants takes time to complete and the actions will complete in a number of specified segments.
All actions begin at segment 1 unless surprise exists. (See Surprise.) At the end of segment 10, the round ends and the next one begins.
During the declaration phase of combat, all characters will have stated or documented their intent and (at minimum, all major) actions throughout the round. Any questions will be put to the DM during the declaration phase to assist the character determine their actions. Thus, a character should know where they are and what they are doing at each segment of the round.
It is highly possible that a number of activities occur on the same segment of the round. If this is the case, and simultaneous action is not desired by any party, the initiative die result will resolve the order. If the initiative die is tied, the DM will decide which occurs first based on the relative speed of the action itself or simply enforce a simultaneous result.
The procedure for combat, once combat action order is determined, is straightforward:
This may be announced by a figure at the beginning of any segment. Note that normally only major actions must use this process for Changing an Action. Minor actions, such as moving, speaking, or sheathing a weapon may be done or changed segment to segment (within the limitations set forth in the section on Combat, Declare Actions).
The new action must be declared and timing set by the DM along with a delay of +1d6 segments. This delay is added before the major action can be started.
Spells or Abilities. If casting has not yet begun for a spell previously declared, a spell caster may choose not to cast a spell that round (and instead do something else) but cannot choose to change the spell or even delay the spell (further than what was declared). If casting had begun previously, any stoppage or delay will cause the spell to be lost (used, but not cast). Spell-like abilities work similarly. The DM will adjudicate innate abilities based on the ability and it's time required to activate.
Items. Items work similar to abilities but one may Change an Action in order to use an item.
Attacks. While a target for a melee attack or missile attack may be declared, the attacker may attack any creature within the vicinity (within reason—work with the DM, but usually any enemy in the same direction) without a Change of Action. However, see Combat, Combat Actions, Melee, Entering Melee for restrictions regarding declared melee targets.
When the round begins, Arlanni, the Footpad (thief 2), declares she will move 20 feet to gain cover from a pillar and then use her sling armed with a bullet at a goblin some 30 feet from the pillar. However, the goblin declared that it would charge Aggro, one of Arlanni's allies. Arlanni won't know this until the end of segment 1. Thus, on segment 1, Arlanni moves 12 feet toward the pillar, keeping an eye on the goblin. Also on segment 1, the goblin charges Aggro, attacking with it's spear. On segment 2, Arlanni realizes the goblin she wanted to attack is now in melee with an ally and it's dangerous to use missile weapons in such situations.
At this point, she can (these only represent a few of her choices):