[sblock=Combat]
Round (1 minute)
- 10 six second segments
- NOTE: should make a list things you can do in a segment
Time:
- 1 segment = 6 seconds
- 1 round = 1 minute (10 segments)
- 1 turn = 10 minutes (10 rounds)
- 1 hour = 60 minutes (6 turns)
Actions in Combat
1) Close to Striking Range
2) Charge
3) Set Weapon
4) Engaged in Melee
- a) attack
- b) parry
- c) fall back
- d) flee
- e) grapple or hold
5) Turn Undead
6) Missile Discharge
- includes grendae like missiles
7) Avoid Engagment
8) Parley
9) Await Action (by other party)
10) Use Magical Device
11) Cast Spell[/sblock]
[sblock=Steps]
1) Determine if either or both parties are SURPRISED.
2) Determine distance, if unknown, between the parties.
3) If both parties are unsurprised, or equally surprised, determine INITIATIVE for that round.
4) Determine the results of whatever actions are decided upon by the party with initiative:
A. Avoid engagement (flee, slam door, use magic to escape, etc.) if possible.
B. Attempt to parley.
C. Await action by other party.
D. discharge missiles or magical device attacks or cast spells or turn undead.
E. Close to striking range, or charge.
F. Set weapons against possible opponent charge.
G. Strike blows with weapons, to kill or subdue.
H. Grapple or hold
5) Determine the results of whatever actions are decided upon by the party which lost the initiative (as per A. through H. above).
6) Continue each melee round by determination of distance, initiative, and action until melee ends due to fleeing, inability to continue, or death of one or both parties.
Surprise: normal surprise happens on a d6 roll of 1-2
Distance: When encounters occur, the distance between concerned parties will be 5" to 10" (d6+4) subject to special circumstances[/sblock]