This section assumes the basic understanding of attack mechanics: The attacker rolls a d20 (adjusted) to hit an opponent/defender—with the difficulty set by the defender's armor class value. The higher attack roll will hit better defensive values (which are listed where lower values are better; thus an AC/armor class of 4 is six places better than an AC 10 and that much easier to hit).
OK, that out of the way, first and foremost, it is critical to understand the difference between 1.25 and other editions:
a. This means weapon speeds are used to determine segment of attack and all missile weapons or "natural" weapons are given speed factors. All other actions have a "time required" attribute (specified in the ability, item, or adjudicated by the DM). A table of examples has been provided.
So what this means is that everyone starts on segment 1 of the round! However, it is difficult to perfectly time actions that require a trigger. While you can wait to do something later in a round, there will a random element to the timing and the possibility of not completing the action until next round.
The "Declaration" of your action is perhaps the most important phase of any round as you must state clearly what you will do without undue hesitation! Once you have made your decision, any changes to your stated intent will penalize the action with a 1d6 segment delay. While there is a bit of flexibility with this ("I shoot the guy next to him instead!"), material changes will materially impact when you can finally act.
What you can do in a round: In short, you can perform 1 "major action" during a round and still move or perform a "minor action". There are a number of caveats of course. A major action is something like shooting a bow, casting a spell, or drinking a potion. Minor actions are speaking or dropping something in hand. Thus, if one action overlaps from one round to another, it's likely you will have lost the ability for further activity that round.
Weapon Speed. All weapons, even natural attacks like claws or missile weapons, have a weapon speed given in segments. A person wielding a long sword will, in normal circumstances, always require at least 5 segments to position, aim and attack. Some circumstances will increase the time required, like using two weapons or using an "iterative" attack (high level fighters can attack more than once with the same melee weapon).
Attack. While the word "attack" is used often, it really means "attack routine". Thus, if you are wielding two short swords or a creature uses 2 claws and a bite, the "attack" is really an attack routine using all available attacks. "Iterative" attacks are handled differently (usually a simple 3 segment delay).
While most combat rules work as expected, i.e. time/speed=when you attack; there are two special set of rules to understand up front: Entering Melee and Breaking Off From Melee.
The term "melee" in 1.25 is reserved for describing "hand-to-hand" or close-quarters combat. Any creature within 10 feet of another is within "melee range" and may engage in hand-to-hand combat forms. Unless special circumstances apply, you can't make a melee attack on an opponent unless you begin the round in melee range of that opponent.
Armor Rating vs. Weapon Type. This game uses the armor rating vs. weapon type rules. In summary, for humanoid creatures wearing armor (or those creatures with hides conforming to such armor), there will be an adjustment based upon the construction of the weapon allowing it to bypass (or not) the armor. This adjustment is a modifier to the to-hit roll and is based upon an armor rating. The armor rating is based upon the classification of armor (e.g. Armor Rating 5 is normally chain mail which protects better against certain weapon shapes but is more vulnerable to others). So, when fighting humanoid monsters (goblins, orcs, humans, etc.), these adjustments are a major consideration, but most non-humanoid monsters ignore them.
Facing is Important. Your position versus your opponent is important as attacks against your flank or rear are at a bonus and may not allow you to use a shield or Dexterity to enhance your armor class. When fighting a single opponent, this plays less of a role but when facing multiple opponents, particularly intelligent ones, they will seek to gain this type of advantage over you.
Hit Points and Recovery. In this game, as with others, when a character dips below zero hit points they are unconscious and will perish at -10 hit points regardless of ability scores. However, once a character is brought below zero, no matter how they are healed (unless a special spell is used, called "death's door"), they will be in a coma for 1d6 turns (i.e. 10-60 minutes) and thereafter must completely rest a full day (24 hours). Even if cure wounds spells are used or potions, the coma and full day of rest is mandatory.
Surprise. There are special rules that enable those surprising others to make more attacks due to their advantage. So who surprises who is VERY important. Always remember: In terms of chance to be surprised, a mixed group will always use the most favorable member’s value. In terms of chance to surprise others, a mixed group will always use the least favorable member’s value.
Casting Spells in Combat. First—this is always a risky proposition! If you are hit or damaged in any way BEFORE you begin casting your spell, you CANNOT cast a spell that round. Period. But because most activity begins on segment 1, you are normally casting a spell from the beginning of segment 1 until it is complete. If you are hit or damaged while casting a spell, the spell is GONE (as if cast but with no effect). Furthermore, you are required to declare spell casting (and the exact spell) during the declaration phase of the round, so you are committed. Also, once you declare a target AND begin casting, it cannot be changed! Clever spell casters may choose to delay their casting, or move then cast, but with the myriad of combat situations (and the ability for others to change their action), this is never going to offer a completely safe way to cast a spell with a long (over 2 segment) casting time in combat. At higher levels, most primary spell casters resort to magic item use. Moving and Casting. A caster may move before or after casting a spell (but not both). This movement can only be a partial move.
Morale. Morale plays a major role in combat and must be at least considered at the end of each round. Loss of morale can mean the opponents will retreat or flee—and the game assumes many combats end by way of morale (as opposed to fighting every combat to the last opponent). Thus, targeting leaders and ensuring individuals are slain or dropped are sure fire ways of requiring the enemy to check for morale. Player characters never need to check for morale (they can decide without a dice roll whether to stay or flee!).
Typical Party Size and Non-Player Characters. In 125, most adventures EXPECT and ASSUME a party size of AT LEAST six characters. This means if you have fewer players, you should get about finding/hiring some henchmen or other non-player characters to lend support during a mission. Six to eight individuals (PCs plus NPCs) is a typical group size. At lower levels, a lean toward fighters and clerics is common, while at higher levels, it is important to include a magic-user for fire power. Thieves are useful, particularly at middle-levels where their skills can shine and magic is unavailable (or prioritized toward different areas) to replace such skills.