When violence breaks out, combat is resolved in 10-second rounds. Each side (First, Encounter Group, and Last) resolves their actions using the following three beats:
Phase 1: Intentions & Initiative #
- Intentions: Everyone declares their primary action (Move, Attack, Cast, etc.).
- Initiative: Players roll d20 against the Encounter Challenge Rating (CR).
- Beat the CR: You act in the First Side group.
- Tie the CR: Actions are Simultaneous. Results happen at the same time.
- Fail the CR: You act in the Last Side group.
- Encounter Group: Always acts between the First and Last sides. (If no player beats the CR, the Encounter Group becomes the First Side).
Phase 2: The Action Sequence #
Each group (First, Encounter, then Last) resolves these three steps in order:
1. Maneuver & Missile (The Skirmish)
- Morale/Effects: DM checks NPC Morale. Players make saves against ongoing effects.
- Movement: Characters who declared a Move action do so now. (Everyone else gets their free 5ft maneuver).
- Ranged: Resolve all missile fire (Targets -> Attack -> Damage).
2. Magic & Manifestation (The Arcane)
- Magic Items & Spells: All magical effects are resolved here.
- Saves: Targets roll saving throws. DM applies all results immediately.
- Swift Actions: Quick abilities or encounter-group specific actions occur here.
3. Melee (The Clash)
- Hand-to-Hand: All melee attacks are resolved (Targets -> Attack -> Damage).
Phase 3: Cleanup & Special Results #
- Special Actions: The DM resolves complex maneuvers like retreating, surrendering, or specific skill checks (e.g., Move Silently).
- Communication: Any character who declared they would talk gets their words in now (they act last in the round).
Rules of Engagement #
- Single Action: You may Move OR Attack/Cast, not both.
- The 5ft Rule: You can always adjust your position by 5ft without using your “Move” action, allowing you to flank or step back while still attacking or casting.
- Ties (Simultaneous): If sides tie on initiative, use the sequence (Maneuver -> Magic -> Melee), but damage is not applied until the end of the step. If two fighters kill each other in the Melee step, they both land their blows before falling.
- Morale (2d6): Roll 2d6 against the creature’s Morale Score. High rolls fail; the creature flees or surrenders.
The New “Simplified Checklist” #
Each side (First, Encounter, Last) follows this 1-2-3 punch:
- Maneuver: Move and resolve Ranged attacks.
- Manifest: Use Magic (Items and Spells) and Saving Throws.
- Melee: Resolve all Hand-to-Hand combat.
Mechanical Tweaks for Speed #
- Declare “Same as Last”: In the Intentions Phase, allow players to say “Same as last round” (e.g., “I’m still hitting the Orc”) to skip the talk-heavy planning.
- Group Saving Throws: If a Fireball hits 5 Goblins, the DM rolls once for the group or uses a “Static Save” (10 + CR) to avoid rolling 5 times.
- Static Morale: Instead of a phase, make Morale a trigger. If the Leader dies or half the group falls, check Morale immediately. This removes a checklist item and makes the “panic” feel more reactive.
