Combat Sequence

Combat Sequence

Turns

A turn represents a short but unspecified length of time measured in seconds. Most characters have two actions to use each turn, unless they have an ability which says otherwise, and some creatures have more. These actions can be spent to move, fight, or perform other tasks, and can be performed in any order. For example, a character might move and then fire his longbow, or vice versa.

Each character (unless otherwise noted gets) 2 actions, 1 free action, and 1 reaction per turn.

The Ambush Turn

Before a fight starts, combatants can attempt to get the jump on each other. In practical terms, that commonly involves one of two things: unexpectedly initiating combat, or ambushing an enemy from hiding. However, it can involve any participant-initiated strategy.

If nobody is attempting to ambush the other, or if all combatants encounter each other simultaneously and launch straight into combat, the ambush turn is skipped. Only use the ambush turn if one group is deliberately trying to get the jump on the other. From a PC point of view, the ambush turn can only be accessed if the party specifically attempts to do so before combat begins; once everybody realizes a fight is breaking out, the ambush turn is long past.

Getting an ambush requires a group check. Either the whole group succeeds, or none of them do. This check is opposed by the leader (or the lookout, or the otherwise most alert or perceptive) of the target group. As always with group checks, success requires more than half the participants to make a successful check.

Anybody trying to gain access to the ambush turn needs to win an opposed attribute check against the intended targets. This is usually an AGI (stealth) or CHA (bluff), but the GM should allow any reasonable plan from a player.

All actions that take place during the ambush turn take place simultaneously, and creatures with access to the ambush turn may take only one action during the ambush turn.