A round (or sometimes, "combat round") represents one minute of time in the game world. Each round is further divided into 10 “segments”—each 6 seconds in duration.
Many actions will require time to complete—normally measured in rounds or segments.
Thus, 1 round (one minute) = 10 segments (each 6 seconds).
If an action or set of actions takes longer than 10 segments, it will normally occur in another round.
The GM will check for Surprise.
The GM determines positions of all creatures on the battlefield.
The GM announces the beginning of the combat round:
1. All individuals Declare Actions (as required or if desired).
2. Group Initiative must be determined. Initiative helps to determine who can act first.
Each group will roll a d6.
The group with the highest roll acts first during HIGH group initiative.
The group with the low roll acts during LOW group initiative.
If TIED, both groups act during HIGH group initiative. In this case, action order by type determines who acts first (and in some cases, the attributes of the particular type).
Adjustments may be made for individuals with a Dexterity Reaction Adjustment in the right circumstances.
3. The GM will ask that any individual who declared a "Fast Action" type (actions A.-C.: Parley, Flee, Charge) or those that "Go First" to take their turn—in the order as presented in the Combat Round Flowchart.
4. If any individual has the multi-attack ability (and is in melee), the GM will ask them to take their turn.
5. The GM will conduct Group Initiative begining with the individuals that have HIGH group initiative. Once these actions are complete, the GM will have the individuals in the LOW group initiative take their turns.
For details concerning how Initiative works in general and how Group Initiative works in detail, see Initiative.
6. The GM will have those with any remaining attacks due to the multi-attack ability complete their action.
7. The GM will resolve all "spells", categorized as incantations (a spell caster using spell components to cast a spell) or invocations (someone using a magic item that takes longer than 1 segment to activate) based on the Spell Initiative Chart.
8. The GM will conduct the End the Round sequence (as noted below).
The GM then announces the beginning of the next Combat Round (following the same 8 steps).
Time Required. If an action or activity does not have a time component noted (typically listed in segments), the action takes 1 segment to complete unless noted with an asterisk (*) which means the activity takes "no time" (i.e. less than 1 segment). Exceptions: Immediate actions take no time and can be executed anytime, even outside of your turn or initiative. Complex activities require a full round to complete as do actions (like the casting time of certain spells) that take "1 round".
Each round, during combat, a creature has an opportunity to accomplish 1 major task. Examples include striking a creature with a sword, firing a bow, or casting a spell. A major action requiring activity over the entire round is typically noted as a complex activity or "[complex]". See Activity Types below.
> Ability/Action. (major, time required) Ability description.
During combat, in addition to one major action, creatures can perform a variety of minor actions—fast activities decided on the spur of the moment.
Drawing a weapon, speaking, or dropping a held item are minor actions. Creatures can perform more than one minor action per round and most minor actions do not need to be declared before the round starts. A non-magical minor action is typically noted as a simple activity or "[simple]".
Most simple activities can be executed either before a major action or afterward. If not combined with a major action, a simple activity occurs during the D4. Other phase of the individual's group initiative.
Innate abilities must be used 1st in initiative (D1. Innate Abilities). See Initiative.
Any minor action that requires 1 segment will add 1 segment to any major action no matter when the minor action is executed. This additional segment will be factored into melee weapon speed (if weapon speed becomes a factor during initiative) or other timed actions.
Positioning movement of 10-ft. or less is a minor action but can only be done after a major action and cannot be done in melee (movement is otherwise normally a major action).
Performing Multiple Minor Actions or Simple Activities. If performing more than one minor action during the same initiative phase, the GM may assign a delay. See Activity Types below.
> Ability/Action. (minor, time required or blank for none) Ability description.
These actions take no time, do not need to be declared, can happen anytime during the round (even during fast actions or during another group's initiative), and typically do not affect a creatures ability to take other actions. These special actions are normally reactive in nature.
> Ability/Action. (immediate) Ability description.
Some actions require concentration to initiate or concentration to maintain. Concentration is always broken by any the following conditions occurring during the time period of concentration: caster takes damage; caster fails a save; caster’s movement or ability to act is impeded.
Continuous Concentration to Maintain. (concentration) Abilities that require continuous mental effort to maintain will be noted with the ability type (concentration), otherwise, in the spell's Duration statistic, the duration will be noted with a "(C)". A caster concentrating on an ability can move around slowly, turning in place or walking up to half their movement rate per round (creatures with a native fly or swim movement rate can move their normal speed). No combat penalties are assessed as the caster is still able to move and defend themselves normally. Any loss of concentration for an ability requiring active maintenance means the effect fails. While maintaining concentration, any other action that requires concentration will cause any preexisting maintenance to cease.
Spell Casting. All incantations require deep concentration during the casting time. If this concentration is broken, the spell being cast fails and is lost as if cast. See Combat, E. Spells.
Delay. [delay] (minor, special initiative rules) Anytime during group actions, you can announce your intent to delay. Perhaps, you wish to wait for something to happen or you cannot decide on an action yet. If you are in HIGH initiative, you lose all actions until LOW initiative. You cannot take minor actions outside of your individual initiative group. You also gain the delayed condition for the rest of the round. If you announce a delay during LOW initiative, you lose your major action that round.
Declaring a Delay. If you declare (during the Declare Actions phase), your intent to delay, you act on LOW initiative (no matter your group initiative result) and do not have the delayed condition as a result of declaring the delay.
Delaying Activities. [delaying] An individual performing a delaying activity can only do so during LOW initiative. However, performing a delaying activity does not otherwise grant the delayed condition. See also D4. Other.
Delayed Condition. (delayed) An individual with this condition always has LOW initiative no matter the result of group initiative rolls. All group initiative action ties are lost unless the opponent has the delayed condition (e.g. missile vs. missile or melee vs. melee, etc.). Fast actions are unaffected by the delayed condition and use group initiative if appropriate. Spells consider the delayed individual to have LOW initiative but ties are not automatically lost (see the Spell Initiative Chart). A delayed individual performing delaying activities treats those activities as complex (that typically Go Last).
Action versus Activity. Activities are wrappers for certain action types. Typically, activities are used for tasks that are non-magical in nature—as-in, they are not bringing about a magical effect. An almost unlimited variety of activities are available to the actors in a combat situation.
Activities that require 1 segment to complete, if performed before a major action, will add 1 to the time component with regard to initiative ties. For example, if you drop a small shield before attacking with a battle axe, your weapon speed will be 8 instead of 7 for the attack.
Typically, these are divided into the following types of activities:
Complex Activity. [go last] (declared; major, 1 round or more) This type of activity is commonly multi-step (multiple simple activities) and takes the entire round to accomplish. All complex activities must be declared (if the activity is not declared, the GM may allow partial completion during the round). The individual performing these activities is considered to Go Last in terms of when they complete the activity (see Initiative). No other action or activity can be performed that round. Those with the delayed condition can complete a complex action normally.
> Activity. [complex] Activity description.
Delaying Activity. [other or varies] (delay; action type varies, time varies) This activity causes a delay in initiative, but is otherwise completed in 1 segment and, unless otherwise specified, a major action can be taken afterward. Some delaying activities are major actions and take more time. Typically, these are tied to magic items. If so, this will be specifically called out in the item description. Delaying activities, unless otherwise specified, do not cause the delayed condition. If used as part of an attack action, the activity will resolve during the attack action (e.g. loading and firing a light crossbow). See Action Types, Delay above.
Delayed Condition. A Delayed individual (per the condition) performing Delaying activities treats those activities as complex (that typically Go Last). See Delayed Condition above.
> Activity. [delaying] Activity description. If no action type or time is listed, the activity is a minor action and takes 1 segment to complete.
Simple Activity. (usually minor, otherwise major, 1 segment or less) These activities are very fast and happen in 1 segment. Depending on the circumstance, some activities are included in a complimentary major action and will not add time (e.g. drawing a weapon during an attack action). A table of examples has been included for reference. Unless otherwise specified, these activities will be a minor action and happen in 1 segment. Note: Like any timed action, exact timing varies based on action and the activities of others.
Performing Multiple Simple Activities. Because of the variety of simple activities, there is no hard and fast rule for performing multiple during a round. For example, to sheath a weapon, then draw another weapon and attack would not affect group initiative order (but would add +1 to weapon speed during ties). Whereas closing a door before retrieving a readied flask of oil, to then drop it on the ground, may be ruled delaying or even complex (particularly if you're also dropping a lit torch!). It helps to discuss your intent to perform multiple activities with the GM during declaration.
> Activity. [simple or no notation at all] (major if a major action) Activity description. If no action type or time is listed, the activity is a minor action and takes 1 segment to complete.
> Activity. [simple*] An asterisk means the activity takes no time (or adds no time to any other actions or activities).
Many abilities will be further noted with one or more attributes especially where magic is involved. For example, a fear effect may be noted with a [fear] attribute (thus, it is easy to know that creatures immune to fear are immune to that effect or ability). Some attributes by their very nature include other attributes and these won't need to be listed as they are implied. For example, a [fear] effect is also [mind-affecting]. See Monsters, Attributes for details.
As noted previously, any ability with no notation is considered: [innate] (minor, 1 segment). If an ability is noted as an [invocation], it will be followed by an activation time (in segments) or, if none, it is 1 segment. Invocations are otherwise always considered: [invocation] (declared; major). This means a magic item that is activated by way of an invocation, must always be declared and activation always begins on the 1st segment. Incantations (traditional spells cast using spell components), operate in a similar fashion.
> Ability. [innate; attributes] (declaration required?; action type; time required; other requirements) Ability description.
Whenever one creature attacks another, there is a chance of a successful strike. The attacker chooses a target to attack, the GM relays any modifiers to the roll, and the attacker rolls a d20 vs. the opponent’s Armor Class (or AC).
> MELEE/MISSILE: <attack> (<damage> [<special damage>]; [AAC0 <#>]) [plus <special effects>];
> MELEE: 2 claws (1d8/1d8) and bite (2d6)
> MISSILE: 2 longbow arrows (1d6/1d6)
Armor Class (AC). This represents the amount of protection a creature will have against attacks—more protection means the attack roll must be higher to successfully strike. The scale for armor class is -10 to 0 to 10 with 10 being the worst value possible (least defense).
Nomenclature for AC Bonuses or Penalties. Even though a descending AC structure is used (better AC is lower!). All bonuses are listed as positive and all penalties are listed as negative. Thus a creature with an AC 5 that receives a +2 bonus to AC will become AC 3.
Each character class has its own Attack Table. Otherwise, for creatures without a character class, use the Monster Attack Table. All numbers on the attack tables represent a modified score resulting in a successful attack. Thus, a character that needs a “20” to hit an AC -1, but has a +2 modifier to their attack—they will hit on a roll of 18, 19, or 20 on the d20.
Attack AC 0 ("AAC0"). Common short hand is to know a creature’s roll needed to successfully strike an armor class rating of 0 and calculate the attack from there. This is used extensively. A figure of "20*" means that the creature also needs a 20 to strike an AC of 1.
Hit Dice. Creatures that have hit dice granted as part of their race always use their hit dice for attacking, even if they have character classes, unless the character class level exceeds the monsters hit dice (then use the higher of the two).
Natural 20 or Natural 1. A natural 1 rolled on the d20 always misses and a natural 20 rolled always hits.
Repeating 20s on the Attack Tables. The attack tables are constructed so that, most of the time, a modified attack score of at least 20 always hits. Following the chart further on, higher modified scores must be achieved to hit. In any case, no matter what the chart shows, a natural 20 always hits and a natural 1 always misses. For character classes without a chart simply pick a chart with the same Attack AC 0 as the class in question (there are always a sequence of six 20s before a 21 is required, and increase with each armor class from there).
Damage Multipliers. All damage multipliers (e.g. back stab or a set for charge attack) will include all modifiers to damage. Thus if a weapon does "double damage" it will include magical bonuses, Strength adjustments, racial adjustments, etc. before the total is doubled. However, damage multipliers do not stack (take the highest multiplier) unless magic offers a specific exception.
Some creatures without a character class have "enhanced hit dice". This is indicated as a numerical value added to the creature's base hit dice: For eample, 1+1 HD or 4+4 HD or even 8+2 HD. This feature grants several benefits:
Attack Rolls. Any hit die bonus enhancement rating of +1-3 uses the "+" rating as noted in the Monster Attack Table. (e.g. 1+1 HD = 1+ in the table). Any hit die bonus enhancement rating of +4 or higher adds another hit die to a maximum of +1 HD. (e.g. 5+5 HD = 6 HD or 6-7+ in the monster attack table).
Saving Throws. Any hit die bonus enhancement rating of +1-4 adds another hit die on the Monster Save Table—No maximum: +1-4=+1; +5-8=+2; +9-12=+3; +13-16=+4; etc.(e.g. 5+5 HD = 7 HD or 7-8 in the table).
Hit Points. The enhancement bonus indicates the number of extra hit points the creature is granted per hit die. Thus a (typical) creature with 4+4 HD will have 4d8+16 hit points.
Overall Creature Hit Dice. With regard to effects concerning a creature's overall hit dice, use the creature's saving throw hit dice to determine overall hit dice. i.e. Any hit die bonus enhancement rating of +1-4 adds another hit die—No maximum: +1-4=+1; +5-8=+2; +9-12=+3; +13-16=+4; etc.(e.g. 5+5 HD = 7 HD).
Morale. The creature gains a bonus to morale checks equal to the enhanced hit dice bonus.
Called Shots. Sometimes players will attempt to precisely locate an attack such as firing an arrow at a potion vial in an enemies hand, throwing a dagger at a dragon’s eye, or any number of creative ideas. The GM will create rules for these situations with appropriate circumstantial modifiers. Per the GM, a natural 20 on the attack die will perhaps allow for some positive result. Otherwise, the action is wasted. Grabbing items from enemies in melee works much the same way.
Foiled Attacks. Sometimes an attack cannot be completed because the creature has some sort of magical protection preventing being contacted or is immune to the attack form. In this case, the attack is attempted normally but fails. Hedging contact is apparent and obvious after the first attack routine but attack immunity is not normally obvious unless described otherwise in a creature’s description. In any case, attacks that are foiled are wasted.
Only one spell can be cast per round (even if one is cast as an immediate action). In this context, "spell" means incantation, invocation, or spell-like ability. In addition, certain innate abilities, especially if they duplicate a spell effect, may be considered spells, per the GM.
Targeting Action. When an incantation or invocation is declared, the target of the effect does not need to be declared. However, during the caster's Group initiative turn, the caster must announce the target (to the GM) during the Innate abilities phase. See also Spell Target Selection.
Line of Effect. Most spells cast with a range beyond 0 or touch require a "line of effect" to the target. This means a 1-ft. by 1-ft. unobstructed opening between the caster and the target or point of origin. Also a straight line from the caster to the target or point of origin must exist. This prevents a spell caster from casting spells through walls, through glass, or around corners. The barrier between air and water also function to break line of effect (although if immersed, casting underwater and targeting something underwater will function). Cover of over 50% will break line of effect.
Line of Sight. Spells that target creatures or objects with a range greater than 0 or touch require "line of sight". This means the caster must be able to see the creature or object when the spell casting is complete. Concealment of 75% or more will break line of sight.
When using a grid or battle map, and each token/figure represents one individual, each square will be equal to a 5-ft. by 5-ft. area. While it is possible for two or more creatures to squeeze into such an area, unless they are very small or have a special ability, combat cannot take place while in the same square. Allied creatures can move past each other using the same space. This does cause some jostling, so any concentration (i.e. spell casting) will be broken.
Measuring Distance. Distance is measured from "center-to-center". So ranges for missile fire or spells, will be calculated from the center of the wielder's or caster's square to the center of the target's square.
Melee and Grids. Because "melee" (hand-to-hand fighting) is best thought of as a conceptual "zone", grids give a false sense of placement for creatures in melee. Once a creature enters melee, placement in a grid become largely irrelevant unless fighting in restricted quarters. In these cases, the GM will adjudicate how the environment affects movement and ability to attack.
Space Required. Each melee weapon has a listed space requirement for the weapon to be used in restricted quarters. Any weapon requiring more than 4-ft. of space to use requires at least one open adjacent square. This could have an effect on number of allies in a rank (see line ranks below) and could make a weapon unusable if attacked by many enemies. Some weapons can be used in more than one mode, for example a halberd can be used spear-like as a piercing weapon with only 2-ft. of space, but must have at least 6-ft. of space to be used as a chopping weapon.
An attack routine is an attack or set of attacks that happen simultaneous to each other (in the same segment). These attacks must target a single creature or object. Normally, a creature can use only one attack routine per round.
Examples of a single attack routine: A fighter swings a sword at an opponent; a thief attacks in melee using two-weapon fighting (with sword and dagger); a bear attacks in melee with a claw/claw/bite routine; or an orc fires a short bow twice.
Primary Attack. This term is used two ways. For two-weapon fighting, this denotes the attacker's primary hand (if not ambidextrous). In regards to the multi-attack ability, it denotes the primary attack routine, ahead of separate iterative attacks.
Free Attack. [immediate] A free attack allows a creature to use a primary attack routine instantaneously as the trigger occurs. This attack is on the same segment as the trigger and occurs before the trigger completes. Creatures drawing a free attack can only be subject to one free attack (or attack routine) per opponent per round. Only one free attack may be taken per segment by any creature (thus, if two opponents flee at the same time, the attacker must choose which to attack). Creatures executing a free attack do not otherwise affect any of their other actions (before, after, or in process) unless the action requires concentration as a free attack taken will break concentration (e.g. spell casting). Creatures with the surprised condition cannot make free attacks. In many cases, a free attack will be granted with a bonus to the attack roll or a penalty to armor class for the one drawing the free attack (ex. Flee Melee).
Immediate Attack. [immediate] (major) An immediate attack allows a creature to use a primary attack routine instantaneously as the trigger occurs. This attack is on the same segment as the trigger and occurs before the trigger completes. Creatures using an immediate attack must have an available major action to use or they cannot use an immediate attack. Immediate attacks allow creatures with a different declared major action to use the immediate attack as their major action if desired (consequences for ending the declared major action are assessed normally for that action; e.g. loss of spell, etc.). Creatures with the surprised condition cannot make free attacks.