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:
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.
Last Modified on August 28, 1995
ammulder@princeton.edu