Combat Sequence

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:

  1. Maneuver: Move and resolve Ranged attacks.
  2. Manifest: Use Magic (Items and Spells) and Saving Throws.
  3. 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.

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Updated on February 24, 2026