TheCombat Sequence
In real life, combat is one of the closest things to pure anarchy. Each side is attempting to harm the other, essentially causing disorder and chaos. Thus, combats are filled with unknowns—unplanned events, failed attacks, lack of communication, and general confusion and uncertainty. However, to play a battle in the game, it is necessary to impose some order on the actions. Within a
combat round, there is a set series of steps that must be followed. These are:
1. The DM decides what actions the monsters or NPCs will take, including casting spells, if any.
2. The players indicate what their characters will do, including and casting of spells.
3. Initiative is determined.
4. Attacks are made in order of initiative.
These steps are followed until the combat ends—either one side is defeated, surrenders, or runs away. NPC/Monster Determination: In the first step, the DM secretly decides in general terms what each opponent will do, such as attack, flee, or cast a spell. He does not announce his decisions to the players. If a spell is to be cast, the DM picks the spell before the players announce their characters’ actions.
Player Determination: Next, the players give a general indication of what their characters are planning to do. This
does not have to be perfectly precise and can be changed
somewhat if the DM decides that circumstances warrant.
If the characters are battling goblins, a player can say, “My
fighter will attack” without announcing which goblin he will
strike. If the characters are battling a mixed group of goblins
and ogres, the player has to state whether his character is
attacking goblins or ogres.
Spells to be cast must also be announced at this time and
cannot be changed once the initiative die is rolled. In any situ-
ation where the abilities of a character could make a differ-
ence, a clear description must be given.
Before moving on, the DM will make sure he has a clear
idea of not only what the player characters are doing, but also
what actions any hirelings and henchmen are taking. Once he
has a clear view of everything that’s likely to happen, the DM
can overrule any announced action that violates the rules (or
in the case of an NPC, is out of character).
He is not required to overrule an impossible action, but he
can let a character attempt it anyway, knowing full well the
character cannot succeed. It is not the DM’s position to advise
players on the best strategies, most intelligent actions, or
optimum maneuvers for their characters.
Initiative: In the third step, dice are rolled to determine
initiative, according to the rules for initiative.
Resolution: In the last step, PCs, NPCs, and monsters
make their attacks, spells occur, and any other actions are
resolved according to the order of initiative.
The above sequence is not immutable. Indeed, some
monsters violate the standard sequence, and some situations
demand the application of common sense. In these cases the
DM’s word is final.