How Combat Works

How combat works.


I've decided to do a little video first which you should have a quick look at to help you understand how combat works...it can be complicated. I would like to also quickly point out that this is the 3.5 version of combat. However, there are similarities to 4th edition combat and I'll update a new video once I've learnt the combat in 4th edition.

Hopefully you had a quick look at the video. It can look at bit complicated and confusing at first but it's quite simple once you know how. The absolute basics go like this:

  • Firstly roll initiative for every player and monster. Initiative = dice roll (d20) + dexterity bonus + bonuses (such as feats). Then write down the order on a piece of paper so you can keep track of whos go it is, first at the top. In the event of having an equal number, then both players must reroll. 
  • Once the order is complete then begin with the character at the top and work your way downwards.
  • On each character's go they can either move and attack, attack then move or move then move.
  • To be able to cast long ranged spells or use a ranged weapon make sure they have a unobstructed line of sight. To do this, choose any corner of your character's square and make an imaginary straight line to the monster's square. If there are no obstructions your character can see the enemy.
  • To use a melee attack: dice roll (d20) + base attack bonus + strength modifier + bonuses (such as feats or enchanted weapons). If the total amount is equal to or larger then the enemy's armour class then that character hits then you should roll the appropriate damage dice depending on the weapon your character is equipped with. If the total amount is lower, the character misses.
  • To use a ranged attack: dice roll (d20) + base attack bonus + dexterity modifier + bonuses (such as feats or enchanted weapons). If the total amount is equal to or larger then the enemy's armour class then that character hits, then you should roll the appropriate damage dice depending on the weapon your character is equipped with. If the total amount is lower, the character misses.
  • Keep working through the list until either all the enemies die or all the players die. 
Awareness

Depending on which side is aware first, it can change the start of combat. Below is an explaination of how I do it, but doesn't necessarily follow the rules:


  • If the players are aware first: So for example if the player's character spot the enemy in the distance whilst hidden, or listens sucessfully at a closed door then the players are aware of the enemy but the enemy is not aware of the players. The players each get one free action in any order (i.e they can move, attack , cast a spell or open a door for example but nothing else). Then the combat begins and everyone rolls initiative.  
  • If the enemy is aware first: So for example, the enemy spots the characters in the distance, hears them wandering through the caves or notice them coming through the door, the enemy each get a free action as well (similar to above). Again, then combat begins and everyone rolls initiative.  
  • If both sides are aware then just use the instructions above.
Additional information

Usually the Dungeon Master guide provides alot of detail about how combat works, however here are some common questions that have been answered:


  • Skill rolls act as an action skill (for example, replaces attack) so therefore you cannot have two skill rolls in one turn.
  • Each round is 6 seconds (if it was real time), and a turn consists of 10 rounds, therefore 60 seconds.
  • Therefore, what happens on the board isn't what happens in reality. All the characters perform all their actions at the same time within 6 seconds. For example Warik the wizard could be casting a fireball spell and at the same time Fenrir is just shot an arrow next to him.
  • Actions such as searching a chest/opening a door can either count as a move or action skill (So you can search a chest, then move or move then search a chest).
  • Drinking potions/activating wands or scrolls act as an action so the character cannot attack as well.