In real life, combat is one of the closest things to pure anarchy. Each side is attempting to harm the other, essentially causing disorder and chaos. Thus combats are filled with unknowns — unplanned events, failed attacks, lack of communication, and general confusion and uncertainty. However, to play a battle in the game, it is necessary to impose some order on the actions that occur. Within a combat round, there is a set series of steps that must be followed. These steps are:
- The DM decides what actions the monsters or NPCs will take. including casting spells (if any).
- The players indicate what their characters will do, including casting spells (if any).
- Initiative is determined.
- Attacks are made in order of initiative. These steps are followed until the combat ends — either one side is defeated, surrenders, or runs away.
NPC/Monster Determination: In the first step, the DM secretly decides in general terms what each opponent will do — attack, flee, or cast a spell. He does not announce his decisions to the players. If a spell is to be cast, the DM picks the spell before the players announce their characters' actions.
Player Determination: Next, the players give a general indication of what their characters are planning to do. This does not have to be perfectly precise and can be changed somewhat, if the DM decides circumstances warrant. If the characters are battling goblins, a player can say, 'My fighter will attack" without having to announce which goblin he will strike. If the characters are battling a mixed group of goblins and ogres, the player has to state whether his character is attacking goblins or ogres.
Spells to be cast must also be announced at this time and cannot be changed once the initiative die is rolled.
Before moving on, the DM will make sure he has a clear idea of not only what the player characters are doing, but also what actions any hirelings and henchmen are taking. Once he has a clear view of everything that's likely to happen, the DM can overrule any announced action that violates the rules (or in the case of an NPC, is out of character). He is not required to overrule an impossible action, but he can let a character attempt it anyway, knowing full well the character cannot succeed. It is not the DM's position to advise players on the best strategies, most intelligent actions, or optimum maneuvers for their characters.
Initiative: In the third step. dice are rolled to determine initiative. according to the rules for initiative.
Resolution; In the last step, PCs, NPCs, and monsters make their attacks, spells occur, and any other actions are resolved
according to the order of initiative.
The above sequence is not immutable. Indeed, some monsters violate the standard sequence, and some situations demand the application of common sense. In these cases the DM's word is final.
Here an example of the combat sequence in action: Rath is leading a party through the corridors of a dungeon. Right behind him are Rupert and Delsenora. Rounding a bend. they see a group of orcs and trolls about 20 feet away. No one is surprised by the encounter.
The DM has notes telling him the orcs are hesitant. He secretly decides that they will fall back and let the trolls fight. The trolls, able to regenerate, are naturally overconfident and step forward to the front rank (cursing the orcs at the same time) and prepare to attack. Turning to the players. the DM asks. "What are you going to do?"
Harry (playing Rath, a dwarf who hates Orcs): "Orcs?—CHARGE!"
Anne (playing Delsenora the Mage): "Uh— what!? Wait — don't do that...l was going to...now I can't use a fireball."
DM: "Rath is charging forward. Quick — what are you doing?"
Jon (playing Rupert, the half-elf, to Anne): "Cast a spell! (To DM) Can I fire my bow over him?"
DM: "Sure. he's short."
Jon: "OK. I'll shoot at orcs."
DM: "Anne, tell me what Delsenora's doing or she'll lose the round trying to make up her mind!"
Anne: "Got it! Acid arrow spell at the lead troll."
DM: "Fine. Harry, Rath is in front. Roll for initiative."
Notes on the Combat Sequence
Here are a couple of tips to give you more options in combat.
With all the rules and options that have been introduced, be diligent about declaring Called Shots during the Combat Sequence.
In the game, combat follows this sequence:
- The DM decides what the NPCs and monsters will do
- The DM asks the players what they will do
- Initiative is rolled
- Combat is resolved in initiative order
In a lot of campaigns, like this one, Step 2 is skipped. The DM decides what the NPCs or monsters are
doing, has everyone roll initiative, and then asks the player characters, as their actions come up,
what they're doing.
But if you're using Called Shots, you have to be diligent about keeping Step 2 in the
sequence, so that the characters' Called Shots can be established before initiative is rolled.
Waiting on Initiative
There's another good reason not to skip Step 2 of the Combat Sequence:
Though combat is the warrior's profession, some DMs launch the player characters into
combat more often than they necessarily need to.
Why is this? It's because it becomes very easy to narrate an encounter this way: "You round
the corner and there, 30 feet ahead, you see a party of six orcs advancing. They see you, too. Roll
for initiative."
Once again, Step 2 is skipped; and, merely by saying "Roll for initiative," you presume that
the player characters will attack the orcs, and that the orcs will attack the PCs. Not only do you
presume it: You practically guarantee it. The players will follow the DM's call for initiative, and
combat is joined before anyone figures out that they had other options.
If this has become your habit when DMing, try substituting some other statement instead:
Ask "What do you do?" instead of calling for initiative rolls. This gives the players the
opportunity to talk to or challenge the other party. Combat might result anyway; a particularly
militant PC, or aggressive NPCs, could bring about a combat immediately. But if that doesn't
occur, the PCs and NPCs can talk, argue, choose to fight or agree to cooperate, whatever they
choose.
If the two groups decide to fight, roll initiative normally.
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