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Turn Order

All engagements using Turn-Based Action consist of two phases: set-up and initiative rounds. The set-up phase establishes the status and order of the participants and the amount of time each round takes in the game world, and initiative rounds are where the participants take their turns round after round until one side is victorious.


Set-up

  1. Set the Scene. The Narrator decides where everyone is located, the appropriate amount of time for each round, and any important condition of the engagement. 
  2. Surprise. If any characters intend to act before all participants are aware of the encounter, the Narrator calls for ability checks to determine if any combatants are surprised.
  3. Roll Initiative. The remaining participants roll initiative and determine the turn order.

Initiative Rounds

  1. World Actions. If the environment features any world bonuses or penalties with an active element, it occurs at the start of a round before the participants take their turns.
  2. On Your Turn. The active character moves and uses their available actions.
  3. Off Your Turn. The inactive characters plan their next turn and prepare to react to the active character's actions.
  4. End of Round. When everyone has taken their turn, the initiative round repeats at step 1 until the encounter has concluded.

On Your Turn

When it is your turn, you can move a distance up to your Speed and take your actions. You can declare your intent for your turn in any order, breaking up your movement between actions or using your bonus action first. You can also choose to do absolutely nothing.

Within a single round, you can take an action, a bonus action, and any free actions (like communicating with allies, dismissing the effect of a thaumaturgy cantrip you have already cast, or interacting with an object) during your turn, and one reaction at any time. The rules for actions and movement are found in the Actions in Combat and Movement and Position sections of this chapter, respectively.


Off Your Turn

You're still an active participant in Turn-Based Action even when it's not your turn! You have a number of responsibilities to keep track of within an encounter in between taking actions.

  1. Plan your actions so you're ready when your turn comes. Creatures who carry long lists of spells especially have a lot of options to manage, and you might not want to spend your precious 6 seconds flipping through a book.
  2. Pay attention to the encounter beyond events that involve you. The priorities of you and your allies can change in the blink of an eye, and the actions you were planning can become inappropriate for the task.
  3. Be prepared to use your reaction. Reactions have specific conditions that can occur at any time and you don't want to let a golden opportunity escape your grasp.

End of Round

Once all participants have taken their turn, the encounter returns to the start of a new round. The loop persists until the action concludes, or the granularity of Turn-Based Action is no longer needed.