5e SRD:The Order of Combat
The Order of Combat
A typical combat encounter is a clash between two sides, a flurry of weapon swings, feints, parries, footwork, and spellcasting. The game organizes the chaos of combat into a cycle of rounds and turns. A round represents about 6 seconds in the game world. During a round, each participant in a battle takes a turn. The order of turns is determined at the beginning of a combat encounter, when everyone rolls initiative. Once everyone has taken a turn, the fight continues to the next round if neither side has defeated the other.
Combat Step by Step
- Determine surprise. The GM determines whether anyone involved in the combat encounter is surprised.
- Establish positions. The GM decides where all the characters and monsters are located. Given the adventurers' marching order or their stated positions in the room or other location, the GM figures out where the adversaries are–how far away and in what direction.
- Roll initiative. Everyone involved in the combat encounter rolls initiative, determining the order of combatants' turns.
- Take turns. Each participant in the battle takes a turn in initiative order.
- Begin the next round. When everyone involved in the combat has had a turn, the round ends. Repeat step 4 until the fighting stops.
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gollark: I think the school also has some sort of PCB production equipment extant.
gollark: Actually, the time per unit time increases asymptotically as you approach 1970.
gollark: Yes. Barely.
gollark: Imagine CRT monitors.
gollark: But they do talk about this cohort being better than the previous one somehow.
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