Step 2:
The players will declare their actions. A simple OOC statement is all that is required at this time. Embellishment will come in Step 4. Right now, all that we want to do is know who's doing what, so we can determine initiative. The DM reserves the right to skip someone who is not answering: someone who loses their turn will stand still, slack-jawed, until the next combat round.
A special note on movement in combat: you can move up to half your movement allowance and still make a melee attack, or make a missile attack at one-half your normal rate of fire.
Alternately, you can charge: move 150% your movement rate towards an opponent and gain an attack at +2. Certain weapons (a lance, in particular) inflict double damage on a charge. However: you lose any Dexterity bonus to AC AND take a further -1 penalty, and your opponent's initiative will be decreased by two. Also, if you charge a defender who is using a polearm set to receive a charge, he will cause double damage on a hit.
For the defensive-minded, you can declare a parry as your action: a full defense. You get a bonus to your armor class equal to half your level. Fighters, Rangers, and Knights gain a further +1 bonus.
Step 3.
Initiative is determined. We will be using the Group Initiative rules from the PHB. In summary: each side will roll 1d10 for the Group initiative; individual characters will apply their modifiers at that time.
| The modifiers are as follows: | |
| Hasted | -2 (except for spellcasting) |
| Slowed | +2 |
| On higher ground | -1 |
| Set to receive a charge | -2 |
| Wading, or slippery footing | +2 |
| Wading in deep water | +4 |
| Foreign environment (non aquatics underwater) | +6 |
| Hindered (tangled, climbing, in a wrestling hold) | +3 |
| Attacking with weapon | +weapon speed |
| Breath weapon | +1 |
| Casting a spell | +casting time |
| Attacking with natural weapons: | |
| Tiny | +0 |
| Small | +3 |
| Medium | +3 |
| Large | +6 |
| Huge | +9 |
| Gargantuan | +12 |
| Innate spell ability | +3 |
| Magical items: | |
| Potion | +4 |
| Ring | +3 |
| Rod | +1 |
| Scroll | +casting time of spell -1 |
| Staff | +2 |
| Wand | +3 |
| Miscellaneous magic item | +3 |
Step 4.
Actions are then resolved in Initiative order, lowest to highest. If there is a tie, all actions at that initiative number occur simultaneously. Multiple attacks (using the SAME WEAPON) are staggered: the first occurs at proper initiative order, the second (and subsequent) occur after everyone has gotten one action. Attacks using two-weapon fighting or natural attacks (a dragon's claw/claw/bite combination, for instance) all occur in the same initiative slot.
| Combat Modifiers | |
| Situation | Attack Roll Modifier |
| Attacker on Higher Ground | +1 |
| Defender Invisible | -4 |
| Defender Off-Balance | +2 |
| Defender Sleeping or Held | Automatic |
| Defender Stunned or Prone | +4 |
| Defender Surprised | +1 |
| Missile Fire, Long Range | -5 |
| Missile Fire, Medium Range | -2 |
| Rear Attack | +2 |
If an action has been rendered impossible (attacking a creature who is already dead) the action that turn is lost. If your action would otherwise be lost due to your opponent being removed (being slain or fleeing), you may convert your action to an attack if another opponent is immediately available.
DMing done by Pip