House Rules - Combat Sequence

Back to the Main Combat House Rules Page

Anatomy of a Combat Round

Step 1 – Declare Intent

  • Declarations go in DEX order, from lowest to highest. Slow people declare early and act late.
  • You declare in DEX order even if you plan on using a Power (see step 2).
    • In the case of a DEX tie declare in INT order.
      • In the case of an INT tie, time to knife fight! Or look at POW, whichever.
  • If you want to wait to see what happens and then act, you skip this round.

Step 2 – Initiative

  • If you are using a Power (casting a spell, activating an item, etc.) roll 1d8 and add that to your INT.
  • If you are not using a Power, roll 1d6 and add that to your DEX.
  • That number is your Action Rank. Let the GM know what your Action Rank is. Higher is faster.

Step 3 – Flip Out

  • Actions go in order of Action Rank from highest to lowest.
  • When your turn comes you can either perform your declared action, wait to perform your declared action, or change your mind.
    • If you change your mind you make another declaration, subtract 5 from your Action Rank, and then go on that Action Rank.
  • Within an Action Rank, actions are resolved in the following order, with INT serving as the tie-breaker:
    1. Powers
    2. Missile/thrown weapons
    3. Long melee weapons
    4. Medium melee weapons
    5. Short weapons/unarmed combat

Back to the Main Combat House Rules Page

House Rules - Combat Sequence

Nights In Lankhmar thrummycap thrummycap