Combat Sequence
Preparation Phase:
- If you are aware that you are about to enter combat, you may cast 'preparation' spells on the expectation of combat. Spells such as Mage Armor, Shield, and Bless are a few possible spells. Players may cast may 'prep spells' = 1 + Spell Modifier (Highest Spell Modifier for multi class spell caster). Non-Spell casters may activate one imbued item.
Surprise Phase:
- If one side gets the drop on the other, a 'Surprise' Phase occurs.
Preparations are made, and one side is given a Standard Action to 'Ambush' the surprised party. Characters (or monsters) may use this to make a standard action, or movement, or a Charge Attack (Using a single move action to execute the attack). Multiple attacks are normally not allowed (Unless the Mexican Rule comes into play)
Initiative Phase:
- The Party now rolls for initiative against an encounter DC.
If the party wins. They may now have a Full Round to act. If the party loses. They do not act.
Normal Combat Sequence:
- At this point, all the Monster's all take a full action, then the Player characters take a full action.
Repeat the Normal Combat Sequence until one side or the other is 'defeated'. The definition of defeat might vary from encounter to encounter. When a side goes, each character will take a Full Action.
Types of Actions
During a characters turn they have several options on how they take their actions.
Move Action - This is the easiest action to explain, your character is able to move the distance they allowed on the map. Each Map will usually be scaled for 5' boxes. Horizontal and Vertical movements are 5', while diagonal movement is 7.5' of movement.
Standard Action - This normally involves any number of things, and is slightly more time consuming and complicated than a move action. Most of the times a character will expend their standard action making an attack or casting a spell.
Full Round Action - This covers things that are complicated and time consuming enough to take up all the activity a character is allowed on their turn. This will often be used for character who are capable of more than one attack a round, or who wish to make a charge attack (which, simplified, allows them to take to move actions, followed by an attack)
Free Action - These are actions that don't take much time at all, and for the most part of little concern and dont really count against a characters actions. While officially there is no limit to how many free actions you can take, i keep an eye for this action being abused and will warn you not to be surprised if i act if you take too many free actions beyond what i consider reasonable. The most common use of a free action, if you haven't taken a move action, is to take a 5' step in some direction.
Swift Action - These are actions that require a little more thought than free actions. While they dont impact your actions too much, it's worth observing that you may only take one swift action a round. In the campaign most magic items imbued with a spell will activate on a command word and a swift action.
Immediate Action - These are like swift actions, but may be taken at any time, even on an opponent's turn. The Immediate action counts as the characters swift action, when he is allowed to take a turn.
When a characters turn comes around.
They have 6 seconds to act.
A Full round action, will take up all 6 seconds.
A Standard action, will take up 3 seconds, but you may only take one standard action each round.
A Move action, will take up 3 seconds, so you make take two move actions if that is your desire.
A Swift action, will take up no time, but may only be taken once a round. A swift action may be prohibited if an Immediate action was taken earlier as a pre-emptive swift action.
A free action, will take up no time, and more than one may usually be taken a round. This includes things like dialogue, and if you have not used any movement actions, you may use a free action to take a 5' step.
It is important to note, that the order of actions may vary.
ie. Normally a character will take a move action, and then a standard action to attack something. It is... also possible to attack something, kill it, and then use a move action to withdraw, or close with something else to fight.
While quite wordy, these are the most essential and simplified rules that everyone should be familiar with to function in the campaign combat setting.