Each character applies his or her Dexterity modifier to the roll, as well as other modifiers from feats, spells, and other effects. An initiative check is a Dexterity check. InitiativeĪt the start of a battle, each combatant makes an initiative check. Effects that last a certain number of rounds end just before the same initiative count that they began on. When the rules refer to a "full round", they usually mean a span of time from a particular initiative count in one round to the same initiative count in the next round. (For exceptions, see Attacks of Opportunity and Special Initiative Actions.) ![]() When a character's turn comes up in the initiative sequence, that character performs his entire round's worth of actions. A round normally allows each character involved in a combat situation to act.Įach round's activity begins with the character with the highest initiative result and then proceeds in order. The Combat RoundĮach round represents 6 seconds in the game world there are 10 rounds in a minute of combat. When everyone has had a turn, the next round begins with the combatant with the highest initiative, and steps 4 and 5 repeat until combat ends. Combatants act in initiative order (highest to lowest).ĥ. After the surprise round (if any), all combatants are ready to being the first normal round of combat.Ĥ. See the surprise section for more information.ģ. If all the characters are aware of their opponents, proceed with normal rounds. These characters can act during a surprise round. ![]() ![]() Determine which characters are aware of their opponents. When combat begins, all combatants roll initiative.Ģ. Combat is cyclical everybody acts in turn in a regular cycle of rounds.
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