Combat: Difference between revisions
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==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 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 combat when everyone rolls Initiative. Once everyone has taken a turn, the fight continues to the next round if neither side is defeated. | |||
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===Playing on a Grid=== | |||
If you play using a square grid and miniatures or other tokens, follow these rules. | |||
'''''Squares.''''' Each square represents 5 feet. | |||
'''''Speed.''''' Rather than moving foot by foot, move square by square on the grid, using your Speed in 5-foot segments. You can translate your Speed into squares by dividing it by 5. For example, a Speed of 30 feet translates into 6 squares. If you use a grid often, consider writing your Speed in squares on your character sheet. | |||
'''''Entering a Square.''''' To enter a square, you must have enough movement left to pay for entering. It costs 1 square of movement to enter an unoccupied square that’s adjacent to your space (orthogonally or diagonally adjacent). A square of Difficult Terrain costs 2 squares to enter. Other effects might make a square cost even more. | |||
'''''Corners.''''' Diagonal movement can’t cross the corner of a wall, a large tree, or another terrain feature that fills its space. | |||
'''''Ranges.''''' To determine the range on a grid between two things—whether creatures or objects—count squares from a square adjacent to one of them and stop counting in the space of the other one. Count by the shortest route. | |||
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===Combat Step by Step=== | ===Combat Step by Step=== | ||
Combat unfolds in these steps: | |||
'''1: Establish Positions.''' The Game Master determines 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.<br> | |||
'''2: Roll Initiative.''' Everyone involved in the combat encounter rolls [[Initiative]], determining the order of combatants’ turns.<br> | |||
'''3: Take Turns.''' Each participant in the battle takes a turn in Initiative order. When everyone involved in the combat has had a turn, the round ends. Repeat this step until the fighting stops. | |||
===Initiative=== | ===Initiative=== | ||
Initiative determines the order of turns during combat. When combat starts, every participant rolls Initiative; they make a Dexterity check that determines their place in the Initiative order. The GM rolls for monsters. For a group of identical creatures, the GM makes a single roll, so each member of the group has the same Initiative. | |||
'''Surprise.''' If a combatant is surprised by combat starting, that combatant has Disadvantage on their Initiative roll. For example, if an ambusher starts combat while hidden from a foe who is unaware that combat is starting, that foe is surprised.<br> | |||
'''Initiative Order.''' A combatant’s check total is called their Initiative count, or Initiative for short. The GM ranks the combatants, from highest to lowest Initiative. This is the order in which they act during each round. The Initiative order remains the same from round to round.<br> | |||
'''Ties.''' If a tie occurs, the GM decides the order among tied monsters, and the players decide the order among tied characters. The GM decides the order if the tie is between a monster and a player character. | |||
===Your Turn=== | ===Your Turn=== | ||
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===Ending Combat=== | ===Ending Combat=== | ||
==Movement and Position== | ==Movement and Position== | ||
===Difficult Terrain=== | ===Difficult Terrain=== |
Revision as of 17:49, 7 May 2025
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Combat
Playing on a Grid
If you play using a square grid and miniatures or other tokens, follow these rules.
Squares. Each square represents 5 feet.
Speed. Rather than moving foot by foot, move square by square on the grid, using your Speed in 5-foot segments. You can translate your Speed into squares by dividing it by 5. For example, a Speed of 30 feet translates into 6 squares. If you use a grid often, consider writing your Speed in squares on your character sheet.
Entering a Square. To enter a square, you must have enough movement left to pay for entering. It costs 1 square of movement to enter an unoccupied square that’s adjacent to your space (orthogonally or diagonally adjacent). A square of Difficult Terrain costs 2 squares to enter. Other effects might make a square cost even more.
Corners. Diagonal movement can’t cross the corner of a wall, a large tree, or another terrain feature that fills its space.
Ranges. To determine the range on a grid between two things—whether creatures or objects—count squares from a square adjacent to one of them and stop counting in the space of the other one. Count by the shortest route.
Adventurers encounter many dangerous monsters and nefarious villains. In those moments, combat often breaks out. This page is unfinished!
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 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 combat when everyone rolls Initiative. Once everyone has taken a turn, the fight continues to the next round if neither side is defeated.
Playing on a Grid
If you play using a square grid and miniatures or other tokens, follow these rules.
Squares. Each square represents 5 feet.
Speed. Rather than moving foot by foot, move square by square on the grid, using your Speed in 5-foot segments. You can translate your Speed into squares by dividing it by 5. For example, a Speed of 30 feet translates into 6 squares. If you use a grid often, consider writing your Speed in squares on your character sheet.
Entering a Square. To enter a square, you must have enough movement left to pay for entering. It costs 1 square of movement to enter an unoccupied square that’s adjacent to your space (orthogonally or diagonally adjacent). A square of Difficult Terrain costs 2 squares to enter. Other effects might make a square cost even more.
Corners. Diagonal movement can’t cross the corner of a wall, a large tree, or another terrain feature that fills its space.
Ranges. To determine the range on a grid between two things—whether creatures or objects—count squares from a square adjacent to one of them and stop counting in the space of the other one. Count by the shortest route.
Combat Step by Step
Combat unfolds in these steps:
1: Establish Positions. The Game Master determines 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.
2: Roll Initiative. Everyone involved in the combat encounter rolls Initiative, determining the order of combatants’ turns.
3: Take Turns. Each participant in the battle takes a turn in Initiative order. When everyone involved in the combat has had a turn, the round ends. Repeat this step until the fighting stops.
Initiative
Initiative determines the order of turns during combat. When combat starts, every participant rolls Initiative; they make a Dexterity check that determines their place in the Initiative order. The GM rolls for monsters. For a group of identical creatures, the GM makes a single roll, so each member of the group has the same Initiative.
Surprise. If a combatant is surprised by combat starting, that combatant has Disadvantage on their Initiative roll. For example, if an ambusher starts combat while hidden from a foe who is unaware that combat is starting, that foe is surprised.
Initiative Order. A combatant’s check total is called their Initiative count, or Initiative for short. The GM ranks the combatants, from highest to lowest Initiative. This is the order in which they act during each round. The Initiative order remains the same from round to round.
Ties. If a tie occurs, the GM decides the order among tied monsters, and the players decide the order among tied characters. The GM decides the order if the tie is between a monster and a player character.
Your Turn
This page is unfinished!
Ending Combat
Movement and Position
Difficult Terrain
Breaking Up Your Move
Dropping Prone
Creature Size
Moving Around Other Creatures
Making an Attack
Unseen Attackers and Targets
When you make an attack roll against a target you can’t see, you have Disadvantage on the roll. This is true whether you’re guessing the target’s location or targeting a creature you can hear but not see. If the target isn’t in the location you targeted, you miss. When a creature can’t see you, you have Advantage on attack rolls against it.
If you are hidden when you make an attack roll, you give away your location when the attack hits or misses.