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| game_systems:combat [2026/03/09 15:27] – [Combat Round] elfinlocks | game_systems:combat [2026/03/09 15:48] (current) – [Initiative] elfinlocks |
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| ====Combat Round==== | ====Initiative==== |
| <WRAP Round Box> | <WRAP Round Box> |
| A Combat Round lasts for 6 seconds of time in game, and each combatant's turn takes place during this period, with their sequence determined by Initiative. That means there are 10 Combat Rounds per minute. The character with the highest initiative roll takes their Turn first and then proceed in descending order. A Combat Turn refers to an individual combatant's turn on that Round of combat, whereas a round is a full Initiative "cycle" starting from highest to lowest, and looping back around again. There are a few actions that can be taken outside of the characters turn, such as Immediate Actions and Attacks of Opportunity. | At the start of any combat encounter, or when starting a fight of any kind, an Initiative check is required to participate in the combat. To roll Initiative, roll 1d20 and add your Dexterity modifier, and any miscellaneous bonuses to Initiative you may possess (such as from a Talent). Characters act in order of highest check to lowest. After the character with the lowest Initiative check ends their Turn, the Combat Round ends and begins again starting from the highest. This cycle continues until combat is resolved. |
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| | If two characters are tied for highest Initiative, a series of tie breakers are used, with the winner proceeding first: |
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| | - The character with the higher [[chargen:common_terms#ability_scores|Dexterity modifier]] |
| | - The character with the higher [[chargen:common_terms#ability_scores|Wisdom modifier]] |
| | - The character with the most [[game_systems:hero_points|Hero Points]] |
| | - Winner of a coin-flip |
| </WRAP> | </WRAP> |
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| <WRAP center round info 60%> | <WRAP center round info 60%> |
| Sometimes an effect will increase or decrease Initiative rolls. This effect can change the Initiative order, and is immediately calculated, regardless of whether combat has yet started or not. | Forfeiting an Initiative check means that a character is not participating in the combat. This does not mean they cannot be targeted, but often bystanders will flee, or remain as curious onlookers in the event of many brawls |
| </WRAP> | </WRAP> |
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| ====Initiative==== | |
| | ====Combat Round==== |
| <WRAP Round Box> | <WRAP Round Box> |
| At the start of any combat encounter, or when starting a fight of any kind, an Initiative check is required to participate in the combat. (Forfeiting an Initiative check mean a character is not participating in the combat. This does not mean they cannot be targetted, but often bystandards wild flee or remain as curious onlookers in the event of many brawls.) An Initiative check is a Dexterirty check + any misc or Talent based bonus. Characters act in order of highest check to lowest. After the character with the lowest Initiative check ends their turn their turn the round of combat ends and begins again starting from the highest. This cycle continues until combat is resolved. If two characters are tied for highest initiative a series of tie breakers are used. If any ties remain continue down the chain- The character with the higher Dex goes first > Higher of Wisdom > Higher number of Hero Points > flip a coin. | A Combat Round lasts for 6 seconds of time in game, and each combatant's turn takes place during this period, with their sequence determined by Initiative. That means there are 10 Combat Rounds per minute. The character with the highest initiative roll takes their Turn first and then proceed in descending order. A Combat Turn refers to an individual combatant's turn on that Round of combat, whereas a round is a full Initiative "cycle" starting from highest to lowest, and looping back around again. There are a few actions that can be taken outside of the characters turn, such as [[chargen:common_terms#action_types|Immediate Actions]] and [[chargen:common_terms#armor_class_shields_and_concealment|Attacks of Opportunity]]. |
| </WRAP> | </WRAP> |
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| | <WRAP center round info 60%> |
| | Sometimes an effect will increase or decrease Initiative rolls. This effect can change the Initiative order, and is immediately calculated, regardless of whether combat has yet started or not. |
| | </WRAP> |
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| ====Surprise Round==== | ====Surprise Round==== |
| <WRAP Round Box> | <WRAP Round Box> |
| In the event not everyone is aware of opponents participating in combat then those characters should not roll to join iniative until they are ware of danger. This does not mean an invisible or concealed enemy prevents an opponent from join initiative. Once a character believes they are in combat they act in initiative. | In the event that not everyone is aware of opponents participating in combat, then those characters should not roll to join Initiative until they are made aware of danger. This does not mean an [[priority:magic:spells:tier2:invisibility|invisible]] or concealed enemy prevents an opponent from joining Initiative. Once a character believes they are in combat they act in Initiative. |
| </WRAP> | </WRAP> |
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| | <WRAP center round info 60%> |
| | For example, if a character succeeds on a [[priority:skills:perception|Perception]] roll to notice combat occurring, they immediately roll Initiative and join the Combat Turn rotation. From here, they may begin spending their actions to arrive at the scene. |
| | </WRAP> |
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