| Combat is divided
into rounds. One round lasts six seconds. During a round a character
can perform a limited number of actions.
Combat takes place between two individuals or two groups. The first
thing to do in any combat it to work out who is surprised by combat.
This has a great impact on the way the battle turns out.
Check for Surprise
- The GM calls for everyone to make an appropriate skill check
(Spot or Listen). This can be against a set DC or it can be an
opposed roll.
- Those who succeed at this check realise that combat is upon
them, and can act to the best of their abilities from the off.
- Alternatively, the GM may rule that everyone is aware that combat
is about to begin and do away with the need for a skill check.
It depends on circumstance.
The above actions determine the awareness of the combatants. The
characters who failed their roll don't have a clue what is happening.
They are surprised. Surprised characters are considered flat-footed.
The official rules define flat-footed as follows:
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Flat-Footed: A character who has not
yet acted during a combat is flat-footed, not yet reacting
normally to the situation. A flat-footed character loses his
Dexterity bonus to AC (if any) and cannot make attacks of
opportunity.
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This means that if anyone who isn't surprised attacks someone who
is, the unfortunate victim doesn't get her Dex bonus to AC. This
is quite logical when you think about it. They do not know danger
is there, so they don't know to get out of the way. The combat round
continues as follows:
The Surprise Round
- If some characters are surprised and some are not then combat
enters a special round called the Surprise Round.
Only characters who are not surprised can act.
- Those characters that can act roll Initiative.
- The GM may make one Initiative roll for a group of foes to make
the book-keeping easier for him. Anything that keeps the GM happy
is good for the players.
- In the surprise round characters can only take Standard actions.
What's a standard action? Follow this link to find out.
- The character with the higher initiative goes first, then the
character with the next highest initiative and so on.
- If two combatants have the same initiative the one with the
highest Dexterity attribute goes first. If their Dex is the same,
then the combatants act simultaneously.
- If characters are attacked before their Initiative comes up
they are flat-footed (see above) even if they are not surprised.
In this case, the character saw the danger coming, but just couldn't
react quickly enough.
- Once everyone who can act has peformed a standard action, combat
moves on to round one.
Remember that the surprise round may not happen. If everyone is
aware of everyone else then combat leaps straight to round one.
In my experience, most combat does not have a surprise round.
Once a character has taken his first action in any combat encounter,
he is no longer flat-footed. That means that next round, even those
characters who rolled higher on their Initiative, do not get any
special advantage by attacking him.
Round One
- All charactes who have not yet done so now roll Initiative.
- Characters who have already rolled Initiative do not re-roll,
they keep whatever they rolled last round.
- Combat begins again starting with the highest initiative and
working down as before.
- Remember that characters who did not act in the surprise round
may be flat-footed if they are attacked before it gets to their
turn.
- All combat actions are now open to characters including standard,
move and full-round actions. They are all explained here.
- All of a character's actions (even multiple actions) are resolved
on the character's initiative roll. If Dirk the twentieth level
fighter has four attacks per round, then he takes all four on
them on his initiative, not spread over the round.
At the end of round one everyone has acted. Combat is now in full
swing and (due to the nature of the system) isn't likely to last
much longer. A character can delay their action in the round by
voluntarily lowering their initiative and waiting for something
to happen. The disadvantage is that whenever they act becomes their
new initiative score. If they delay until the following round they
lose their chance to take the delayed action, but they move to the
top of the initiative order.
Round Two and Successive Rounds
- Everyone has already rolled initiative, so simply begin again
with the highest initiative and work down the list of combatants.
- In this round no-one is flat-footed by their initiative regardless
of when they act.
- Adjudicate all the characters' actions and move to the next
combat round until combat is over.
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