Process of Combat

1st ed. rules will be modified as follows:

1. Surprise

  • DM determines if either party is surprised based on circumstances and racial/class abilities. If there’s no obvious surprised/not-surprised, both parties roll d12. 1-4 = surprise.
  • If one side is surprised but the other isn’t, they get one free action.

2. Initiative

For each combat round, players add their reaction bonuses together and one player rolls d12+bonus. Highest side goes first.
In case of ties, weapon speed is used.

3. Combat (per side)

  • Characters with readied missile weapons resolve first.
  • If a character must travel a significant distance to reach an opponent in the same round, the faster weapon speed will trump initiative.
  • Mages beginning non-instant spells begin casting and may be foiled if successfully hit during remainder of round. All non-instant, same-round spells go off at end of round. (Casting time will be compared for spell-vs-spell combat.)
  • PCs with multiple actions take their 2nd action after an intervening combat round segment. (e.g.: action 1 goes first, enemy attacks, action 2 taken. Or, enemy attacks, action 1 taken, spells resolve, action 2 taken.)

DM reserves the right to change things up depending on the situation as needed. (See DM Philosophy.)

Missile items:

Yes, keep track.

  • Non-magic arrows: you will lose 33% of all fired arrows.
  • Magic arrows: you will lose 15% of all fired arrows.
  • You may recover 33% of the enemy’s arrows.


Through Undermountain GrogMonkey