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<blockquote data-quote="Wicht" data-source="post: 5358255" data-attributes="member: 221"><p><strong>Quick Combat Tutorial:</strong></p><p></p><p><strong>Basic Combat: </strong></p><p>1. Each individual in the combat rolls initiative. This is a d20 roll with an initiative modifier added. The initiative modifier is normally equal to dexterity modifier but some feats and traits will improve it. </p><p></p><p>2. High Initiative goes first, follow by next highest and so forth. </p><p></p><p>3. On your initiative turn you get to act, doing anything you are allowed to do in a single round. Generally this is "movement + 1 attack" or a "full attack + 5 foot step". </p><p></p><p>4. To attack, you roll a d20 and add your combat modifier for the weapon in question. Combat modifier is equal to BAB + strength modifier (or dexterity modifier as appropriate) + any bonuses from feats, traits, etc. + any bonus from weapon quality. If the total of your roll is equal to or greater than your opponents AC you roll damage using the die appropriate to the weapon. If you roll a natural 20 you automatically hit and you also reroll the attack to see if you get a critical (some weapons, such as swords, threaten a critical on a 19 and a 20 but a 19 does not automatically hit). If your critical confirmation is equal to or greater than AC you get to roll for double damage (triple with axes and arrows).</p><p></p><p>5. If anyone's hps go below 0 they are unconscious and dying. Zero hp is a special case and the individual is allowed partial, non-strenous actions.</p><p></p><p>6. The next person in initiative acts. Repeat this till everyone in combat has acted. Go back to step 2 and repeat. Initiative does not need to be rerolled.</p></blockquote><p></p>
[QUOTE="Wicht, post: 5358255, member: 221"] [B]Quick Combat Tutorial:[/B] [B]Basic Combat: [/B] 1. Each individual in the combat rolls initiative. This is a d20 roll with an initiative modifier added. The initiative modifier is normally equal to dexterity modifier but some feats and traits will improve it. 2. High Initiative goes first, follow by next highest and so forth. 3. On your initiative turn you get to act, doing anything you are allowed to do in a single round. Generally this is "movement + 1 attack" or a "full attack + 5 foot step". 4. To attack, you roll a d20 and add your combat modifier for the weapon in question. Combat modifier is equal to BAB + strength modifier (or dexterity modifier as appropriate) + any bonuses from feats, traits, etc. + any bonus from weapon quality. If the total of your roll is equal to or greater than your opponents AC you roll damage using the die appropriate to the weapon. If you roll a natural 20 you automatically hit and you also reroll the attack to see if you get a critical (some weapons, such as swords, threaten a critical on a 19 and a 20 but a 19 does not automatically hit). If your critical confirmation is equal to or greater than AC you get to roll for double damage (triple with axes and arrows). 5. If anyone's hps go below 0 they are unconscious and dying. Zero hp is a special case and the individual is allowed partial, non-strenous actions. 6. The next person in initiative acts. Repeat this till everyone in combat has acted. Go back to step 2 and repeat. Initiative does not need to be rerolled. [/QUOTE]
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