Untitled Document
Combat Basics

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SPECIAL TERMS

Face

How wide a face a combatant presents in combat. Face is essentially the border between the square or rectangular space that a combatant occupies and the space next to it. These faces are abstract, not "front, back, left, and right," because combatants are constantly moving and turning in battle. Unless a combatant is immobile, it practically doesn't have a front or a left side—at least not one that can be identified on the tabletop.

Flanking

If a combatant is making a melee attack against an opponent, and an ally directly opposite the combatant is threatening the opponent, the combatant and the combatant's ally flank the opponent. A combatant gains a +2 flanking bonus on the attack roll. A rogue in this position can also sneak attack the target. The ally must be on the other side of the opponent, so that the opponent is directly between the combatant and the ally.

Flat-Footed

At the start of a battle each combatant is flat-footed. A combatant can't use a Dexterity bonus to AC (if any) while flat-footed. A flat-footed combatant can't make attacks of opportunity.

Initiative Check

At the start of a battle, each combatant makes a single initiative check. An initiative check is a Dexterity check. If two or more combatants have the same initiative check result, the combatants who are tied go in order of Dexterity (highest first). If there is still a tie, flip a coin.

Touch Attack

Touch attacks come in two types: melee touch attacks and ranged touch attacks. A combatant can score critical hits with either type of attack. A combatant's opponent's AC against a touch attack does not include any armor bonus, shield bonus, or natural armor bonus. The target's size modifier, Dexterity modifier, and deflection bonus (if any) all apply normally.

SIZE MODIFIERS

Size AC/Attack Modifier
---- ------------------
Fine +8
Diminutive +4
Tiny +2
Small +1
Medium 0
Large -1
Huge -2
Gargantuan -4
Colossal -8
Apply this modifier to the attack rolls and AC values of combatants, unless the value has not already been precalculated to include this modifier.

COMBAT SEQUENCE

Step One:
The DM determines which combatants are aware of their opponents at the start of the battle. If some but not all of the combatants are aware of their opponents, a surprise round happens before regular rounds begin. The combatants who are aware of the opponents can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), combatants who started the battle aware of their opponents each take a partial action during the surprise round. Combatants who were unaware do not get to act in the surprise round. If no one or everyone starts the battle aware, there is no surprise round.

Step Two:
Combatants who have not yet rolled initiative do so.

Step Three:
Combatants act in initiative order.

Step Four:
When everyone has had a turn, the combatant with the highest initiative acts again, and steps 4 and 5 repeat until combat ends.

ATTACKS OF OPPORTUNITY

Threatened Area

A combatant threatens the area into which it can make a melee attack, even when it is not a combatant's action. An enemy that takes certain actions while in a threatened area may provoke an attack of opportunity from a combatant.
A combatant normally threatens all adjacent spaces. "Reach weapons" and "natural reach" can change the threatened area.

Provoking an Attack of Opportunity by Moving

If a combatant moves through (not simply into) or out of a threatened area, a combatant usually provokes an attack of opportunity.

If all a combatant does is take a normal move or a double move (not a run), the space that the combatant started out in is not considered threatened.

If a combatant's entire move for the round is 5 feet the 5 foot move does not provoke an attack of opportunity.

Provoking an Attack of Opportunity by Taking an Action

A combatant taking some kinds actions provokes attacks of opportunity, as described in the rules for each action type.

Making an Attack of Opportunity

An attack of opportunity is a single melee attack, and a combatant can only make one per round. The combatant does not have to make an attack of opportunity if the combatant doesn't want to. A combatant can make the attack of opportunity at a combatant's normal attack bonus - even if the combatant has already attacked this round.

THE COMBAT ROUND

Each round represents about 6 seconds in the game world. Anything a person could reasonably do in 6 seconds, a combatant can do in 1 round.

When a combatant's turn comes up in the initiative sequence, that combatant performs his entire round's worth of actions.

Effects that last a certain number of rounds end just before the same initiative count that they began on.

 

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