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Classic D&D

The Combat Round


Phases
A round has three phases, which go in order - with everyone performing one phase before
the next phase starts:
1. Statement of Intent
2. Initiative Roll
3. Actions
Phase 1: Statement Of Intent
i.
ii.
iii.

During the Statement of Intent phase of combat, players may declare their
characters action and target (if any). At this stage they do not know the enemies
actions.
The DM declares enemy actions.
Players who have not yet declared an action must now declare. They take a -1
initiative penalty, but can react to enemy actions, which they have waited to see.

Phase 2: Initiative
Everyone rolls initiative with whatever modifiers they have. If there is more than one
combatant who "automatically wins" or "automatically loses" initiative then they must roll
between themselves to determine their order.
Phase 3: Actions
In initiative order (with ties meaning simultaneous resolution), each character performs
the action they declared, from the following list:
i.
ii.

iii.
iv.

v.
vi.

Activate a Magic Item (e.g. wand or scroll) Takes the whole round and is
disrupted if you take damage before your initiative.
Attack Make one or more attacks; you may also move up to your movement
rate before attacking.
i.
Melee Attack Attack an adjacent opponent bare-handed or with a handheld weapon.
ii.
Missile/Throw Attack Attack an opponent at range with missile fire or a
thrown weapon.
iii.
Multiple Attacks Generally applies to melee/thrown weapons, but not
missile weapons. Attacks occur consecutively.
iv.
Second Attack Some weapons grant a second attack (i.e. shield
weapons) which follows immediately after the first attack.
v.
Two-Handed Melee Weapons Always lose initiative.
vi.
Two Weapon Fighting Always lose initiative.
vii.
Wrestling Attempting to wrestle armed opponent causes loss of
initiative.
Cast Spell Takes the whole round and is disrupted if you take damage before
your initiative.
Charge (Mounted) Only for mounted combatants with certain weapons - move
up to your mount's movement rate before attacking, then make a melee attack
that does double damage. This is a Fighter Maneuver, and is also known as Lance
Attack.
Charge (Standard) Move towards target at least 10 in straight line with no
obstructions, then make a melee attack at +2, but suffer -2 AC until the start of
your turn next round. A successful hit inflicts double damage.
Concentrate When concentrating to maintain a spell or effect from a magical
item, you can move half your movement rate and do nothing else; may be
disrupted if you take damage at any time during the round.

vii.
viii.

ix.

x.
xi.

xii.

xiii.

xiv.

xv.

xvi.
xvii.
xviii.
xix.
xx.

Covering A Target When you want to hold or aim a weapon on someone in a


threatening manner, ready to inflict damage should the target not cooperate.
Disarm A melee attack aimed at removing an opponents weapon. A successful
hit inflicts no damage, and the victim must roll 1d20, minus his Dexterity bonus,
plus his attackers Dexterity bonuses. If the final number is greater than the
victims Dexterity score, the victim drops his weapon. A character must retreat to
recover a dropped weapon. Disarm is a Fighter Combat Option.
Draw Weapon/Secure Weapon Causes the loss of initiative if performing one
of these actions, but you may still attack. If performing both of these actions, you
lose initiative and can take no other action. You may also move up to your
movement rate while performing either or both actions.
Fighting Withdrawal Disengage from melee combat by moving half your
movement rate away from your opponent; you may attack your opponent first if
he follows you. Your attack occurs after his movement, but before his attack.
Guard You guard your current position and wait for an opponent to close within
melee range with you. You may attack your opponent after he finishes his
movement, but before he can attack you. You must win initiative against your
opponent for this maneuver to be successful.
Move Move up to your encounter movement rate. May be performed in concert
with several other actions, including a melee/missile attack or use of a nonactivatable item at the end of the movement.
i.
Prone You may get into the prone position at any point during your
regular movement, and may attack/use non-activatable item after
becoming prone. You suffer a -2 penalty to all melee attacks and -4 penalty
to all saving throws. Melee attacks against you receive a +4 bonus, but
missile/thrown attacks against you may be penalized due to the benefits of
cover.
ii.
Stand Take your full movement rate to stand up from the prone position,
but you may also attack/use non-activatable item after standing up. For
the rest of the round you still suffer the penalties of a fallen/prone
character.
Parry (Fighter and Standard) Make no attacks but give all incoming melee
and thrown weapon attacks a -4 penalty to hit; you may also move up to your
movement rate. This is a Fighter Combat Option, and goes into effect as soon as it
is declared in the Statement of Intent phase regardless to whether you win or lose
initiative. You can only parry weapons that are the same size or smaller than your
weapon. Also, you cannot parry attacks that are from a being two size-categories
larger than you. Note: The standard version of this maneuver can be used by any
class of any level, but only applies a -2 penalty to incoming attacks.
Retreat You may retreat at your full movement rate away from melee combat,
but suffer -2 to your AC, get no shield bonus to your armor class, and may not use
weapon mastery defenses against opponents you are retreating from. The
penalties for retreating go into effect as soon as the maneuver is declared during
the Statement of Intent phase.
Retrieve Item/Store Item Causes the loss of initiative, but may be able to use
the item this round depending on what it is. If performing both of these actions,
you lose initiative and can take no other action. You may also move up to your
movement rate while performing either or both actions.
Run Move three times your normal movement rate, but get no shield bonus to
your armor class. This is a full round action.
Set Spear vs Charge Interrupt any charge attacks made against you with an
attack that does double damage. This is a Fighter Maneuver.
Shield Block If you are using a shield you may opt to have a hit scored against
you destroy your shield instead of suffering damage from the attack yourself.
Shift If engaged in melee combat, you may take a 5 ft. step as a free action.
Shove Melee attack attempting to push target backward 5 (or more). Always
lose initiative.

xxi.
xxii.

xxiii.

Smash Make a single melee attack at -5 penalty adding your entire strength
score and strength bonus to the damage done. This is a Fighter Combat Option,
and always loses initiative. Cannot be used with weapon mastery.
Use Non-activatable Item (e.g. ring or potion) You can also move up to
your movement rate while performing this action.
Use Special Ability or Skill (e.g. turn undead, pick locks) Varies, and is
based on the special ability or skill being used.

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