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Combat Sequence

We have divided the melee round into ten phases, each of which is reserved for a specific activity. Characters that are able to act at the beginning of a phase may generally complete actions appropriate to that phase even if killed during that phase.*

A character declares intentions in Declaration Phase, then acts in only one phase each round.** Except for those decisions listed under Declaration Phase, players may change their minds until the dice are rolled, but are asked not to delay the game needlessly. Actions may be declared in their normal phase and held until a later phase or dropped. This allows actions such as, "If he moves, I'll shoot." Spells and prayers may be held, but the target and all modifiers (for mages) must be selected, and spell points are deducted immediately. Actions may never be held past the end of the round. In order of occurrence, the phases are:

I. Declaration Phase
All players inform the GM of their intentions. Some decisions are final: dropping saving throws, selection of mage base or morphic spells (not modifiers or targets), scouts' dodge ability, any action that will affect the entire melee round.
II. Breath Phase
Resolve attacks by breath weapons and gazes, and continuing attacks such as immolation, poisoning and attached creatures. Power Word spells are cast and take effect. Regeneration, shape changing, etc. take place.
III. Missile Phase
Resolve all attacks by missile and thrown weapons.
IV. Melee Phase
First, those entering combat may take a combat step of up to 1". Second, all targets and manoeuvers are declared. Finally, all attacks are resolved.
V. Grappling Phase
Grappling attacks, efforts to break free of attached creatures and most non-standard actions are resolved.
VI. Clerical Spell Phase
Clerical spells take effect in order of increasing cost.***
VII. Mage Spell Phase
Modifiers and targets are declared and mage spells take effect in order of increasing cost.***
VIII. Item Phase
Switching weapons, readying shields, and taking things out of packs, pockets, etc. occurs now. Use of most magical items occurs now.
IX. Movement Phase
All movement is resolved now.
X. Haste Phase
Characters with a Combat Haste take their second actions now. If multiple characters are hasted, resolve actions in regular phase order.

Exceptions and Notes:
* When previously unengaged combatants meet in melee, the longer weapon strikes first.
** Fighters may change weapons in item phase as a free action.
Elven fighters (not F/MU) may fire missles and move at half-speed.
A mount and his rider may both act in the same round.
Flying creatures may both move and act in the same round.
Hasted characters act in two phases; the Haste phase and one other.
*** A spell caster cannot be distracted by another spell cast in the same phase, but spell effects may interfere.
Treat spells off scrolls as one point less than a first level spell, six points for non-spell-casters.
In the event of a tie, the higher-level caster's spell goes first.

A small number of magical items and spells modify the above rules. The Game Master may adapt the system to prevent absurdities.

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Last Modified on August 28, 1995

ammulder@princeton.edu