A Round of Combat

These are the steps involved in the resolution of a combat round. Ideally, each round should take less than three minutes; the pre-calculated numbers on the character sheet aid in this temporal brevity.

1 Each group rolls for initiative, and each character modifies his group’s initiative roll with his own initiative modifier to get his initiative for the round. All other actions occur in order of initiative, from high to low.
2 The character whose turn it is to act has several options:

  • Move up to his movement rate in yards, or hustle for twice his movement rate, and perform one attack or similarly major action.
  • Run or sprint for three or four times his movement rate in yards, respectively.
  • Make a single attack with advantage.
  • Make a normal attack as well as a second one with disadvantage.
  • Delay action until a set point later in the round, either a triggering event or a certain initiative number; he loses his action if his triggering event doesn’t occur in this round. When his turn comes around, he may attack or move but not both, unless he accepts disadvantage on the attack and rolls a dexterity check to successfully move (failure meaning a stumble).
    If he attacks using a skill or power, he uses the related ability score. Otherwise, he may choose which ability score to attack with.
    3 The defender has three options:
  • Accept the attack, which attacks his armored defense value by default.
  • Roll an oppose check to force attacker to attack with a different ability score. The ability score the defender checks is the score whose use is forced.
  • Use a power or skill to defend.
    4 The attack is rolled; if it exceeds the number required, the attack hits.
    5 If the attack hits, damage is rolled.
    6 The next character in initiative begins his turn.

A Round of Combat

Tales of Lorhenor: Low Kingdoms althoroc