19  Combat Overview

Combat Order of Play

When the party of adventurers comes in contact with potential enemies, time shifts to combat rounds (10 seconds long, as described previously). Before beginning combat, surprise is checked (see below). Unsurprised characters then roll for Initiative, and act in order of the rolls (again, as described below).

  1. Determine Surprise
    • When surprise is possible, roll DC for each side, which might be surprised. Normal characters are surprised on a DC13. Elves are surprised on a DC15. Surprised characters are unable to act for one round. Characters or creatures, which are well hidden and prepared to perform an ambush, get a +3 to surprise.
  2. Determine Morale
    • When entering combat and again when the monster party is reduced to half the DM may wish to do a morale check.
  3. Declare Action
    • Attack, Move, Cast Spell, Hold Action, Move, Run, Charge, Melee Attack, Ranged Attack, Cast Spell, Dodge, Perform a Feat, . . .
  4. Determine Initiative Order
    • 1d6 is rolled for Initiative for each character and opponent. This roll is adjusted by the character’s Dexterity bonus. High numbers act first. Equal initiative numbers act simultaneously.
  5. Resolve Actions
    • As the DM counts down the Initiative numbers, each character may act. Actions include Hold Action, Move, Run Away, Charge, Melee Attack, Ranged Attack, Cast Spell, Dodge. The result of the action is resolved.
  6. Start Next Round
    • The next round of combat begins after everyone has completed an Action.

Typical Actions

Table 19.1: Typical Combat Actions
Action Description
Attack Move (encounter movement distance) + melee or ranged attack
Charge Move (2 x encounter movement distance) + attack (+2 bonus) x2 dmg, -2 AC
Parting Shot Free attack (+2 bonus) vs. opponents turning from the fight
Fighting Withdrawal Move back (half normal walking movement) + melee attack
Attack from Behind +2 to Attack (do not combine with Sneak Attack ability)
Flat of the blade -4 to attack (1/2 subduing damage)
Punch +0 to attack (1d3 subduing damage)
Kick -2 to attack (1d4 subduing damage)
Attacker/Defender is Invisible +4/-4 to Attack
Attacker/Defender is Blinded -4/+4 to Attack
Defender is pinned +4 to attack
Touch Attack Ignores Armor but not Dex bonus

Missile Fire

Table 19.2: Missile Range Modifiers
Target Distance Attack Modifier
5’ or less -5 (attack from behind bonus +3)
Up to short range +1
Up to medium range +0
Up to long range -2
Beyond long range Cannot be attacked