Combat Sequence
(Basic/Expert D&D specifies "DM rolls damage," but I have always allowed and preferred players to roll any damage their characters cause.)Pre-A. Any spellcaster intending to use magic must inform the referee before initiative is rolled.
A. Each side rolls 1d6 for initiative.
B. The side that wins initiative acts first. Sides that tie act simultaneously.
- Morale check if necessary.
- Magic spells (victims make saving throws as required).
- Missile fire:
- select targets
- roll "to hit"
- roll damage
- Mêlée combat
- select opponents
- roll "to hit"
- roll damage
- Movement (combatants in mêlée may only move defensively; spellcasters may not move and cast spells in the same round).
C. The side with the next highest initiative acts in the same order as above, and so on until all sides have acted.
D. The referee handles any surrenders, retreats, etc. as they occur.
No comments:
Post a Comment