Step 1: Determine Surprise
Surprise
If one or more characters aren’t expecting an attack, or aware of their attacker’s intentions, they have been surprised. The GM should determine which characters count as being surprised for the first round of combat. Surprised characters do not roll 1d6 for initiative; they simply use their Initiative Rating. They also may only take Reactions until after their first Turn has passed.
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Step 2: Set the Scene
Before the characters can begin taking their turns, the GM should outline the parts of the scenario that they are aware of, including the combatants they face, the positions of everyone involved, and the environment they’re fighting in. If the group is using a battle map or grid, this would be the time to set it up!
Step 3: Determine Initiative
To determine the order in which characters take their turns during each round of the combat, all characters involved must make an Initiative Roll. An Initiative Roll is made by rolling [1d6] and adding the character’s Initiative Rating. Use the character’s Initiative Rating and then Luck bonus (meaning PCs beat NPCs) to break ties, in that order. Further ties can be resolved by contested Luck Rolls or at the GM’s discretion. The GM rolls initiative for any NPCs involved and should roll once for larger groups of similar NPCs. If new combatants enter the picture, simply have them roll and take their place in the order as appropriate.
Step 4: Round Start
Starting with the character with the highest initiative, each character takes one Turn. At the start of the round, all characters replenish their AP. Then, during each Turn, the active character spends AP to perform combat actions and resolves their effects. Once their Turn is over, the character with the next highest initiative takes their Turn. This repeats until all characters have taken a Turn. Optional Rule: Turn-based AP Refreshing
For an alternative strategic experience, your group can choose to play with this variant AP Refreshing ruleset. As Combat starts, all characters start the first Rounds with their Maximum AP. Then, in all subsequent rounds, characters replenish their AP at the start of their Turn rather than at the start of the round.
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Step 5: Round End
Once all characters have had a Turn, the round is over, regardless of the amount of AP any characters have remaining. Any effects or Conditions that specify a duration of “until the end of the round” end now.
Step 6: Encounter Ends
Repeat steps 4 and 5 until the combat is finished or the event that triggered the switch into structured time is resolved.
Mapping Combat
This chapter assumes players are using some sort of grid or battle map to track the positions of characters. For ease of use, each grid square in such a system should represent a square meter. More details on using a combat grid, or advice for playing the game without one, can be found later in this chapter.
Action Types
Actions represent all the things that a character can do during an encounter. The maximum number of times that a character can act during a round is determined by their max AP. All non-free actions cost at least 1 AP unless otherwise stated.
Primary Actions can only be taken during the character’s own Turn. They are dedicated combat actions where the character is the instigator, and a character may take any number. An Extended Action is an Action that requires the use of more than one AP, which can cause it to require more than one Turn.
Secondary Actions can only be taken during the character’s own Turn or as reactions. They are combat actions that require less dedication from the character and can be taken somewhat reactively to battlefield circumstances. A character may take any number of these.
Reactions are actions that are taken to counter or resist other characters’ actions or other events that the character is aware of. Only one reaction attempt is permitted for each threat or event, but any number of reactions may be made per round (provided that the character has Action Points left for that round to spend).
Special Actions are a unique class of actions that are often taken when a character has gained Advantage in combat and has included the chosen Special Action in their Combat Style’s Special Advantages (page 69). Otherwise, Special Actions can be either primary/secondary actions or reactions, and they follow all the normal rules for an Action of their type.
Free Actions can be taken at any time during the combat round and cost no Action Points to activate; though the GM should keep in mind what is reasonable for a character to achieve in six seconds.
Multiple Action Turns
Because characters can take multiple primary or secondary actions on their Turn, it is possible that characters can use up all of their AP to create some interesting action combinations when their Turn arises. When declaring multiple actions on their Turn, the character must declare them individually, resolving other character’s reactions first before declaring and resolving any more.