the Jester
Legend
Simplified:
1. (ONLY AT THE START OF ENCOUNTER) Roll for surprise: Each side rolls 1d6 and is (typically) surprised on a 2 or completely surprised on a 1. If you aren't surprised and your enemy is, you get 1 free round. If you aren't completely surprised and your enemy is, you get 2 free rounds If you're surprised and your enemy is completely surprised, you get 1 free round.
2. Each side rolls 1d6 for initiative. High roll goes first. There are typically no modifiers to this roll.
3. If it is your turn, you do something. Move & attack, attack, move-bow-move (elf only), spell, parley, drink a potion, etc. Minor actions (drawing the potion) are typically handwaved away. (Hey, it's a one-minute round!) Resolve your actions.
4. Next turn.
5. GOTO 2.
1. (ONLY AT THE START OF ENCOUNTER) Roll for surprise: Each side rolls 1d6 and is (typically) surprised on a 2 or completely surprised on a 1. If you aren't surprised and your enemy is, you get 1 free round. If you aren't completely surprised and your enemy is, you get 2 free rounds If you're surprised and your enemy is completely surprised, you get 1 free round.
2. Each side rolls 1d6 for initiative. High roll goes first. There are typically no modifiers to this roll.
3. If it is your turn, you do something. Move & attack, attack, move-bow-move (elf only), spell, parley, drink a potion, etc. Minor actions (drawing the potion) are typically handwaved away. (Hey, it's a one-minute round!) Resolve your actions.
4. Next turn.
5. GOTO 2.