Introduction to 3rd Edition (the basics of combat)

The new combat rules are probably the most dramatic change in the new edition of D&D, and of course, the most utilized part of the game. If you don't feel like reading the PH and absorbing all those rules at once, here are the important points:

Time: The standard round is now 6 seconds of 'real time'
Initiative: Everyone rolls a d20 at the beginning of combat, adds their initiative modifier (usually from DEX) and the player with the highest result goes first. The order is kept the same for the rest of the combat, unless a player changes the order by a special method described later.
Armor Class: 10 + armor bonus + shield bonus + DEX modifier + size modifier
Speed: Dwarves, gnomes, halflings = 20' (15' in medium or heavy armor)
Humans, elves, half-elves, half-orcs = 30' (20' in medium or heavy armor)
Attack Roll: Roll d20 + attack bonus. If result is equal or greater than opponent's AC, you hit.
1 always misses, 20 always hits
Attack Bonus: Melee = base attack bonus + STR modifier + size modifier
Ranged = base attack bonus + DEX modifier + range penalty
Damage: Weapon + STR for melee and thrown
off-hand = 1/2 damage
two-handed  = 1.5x STR bonus (except light weapons)
Saving Throws: 3 Types - (vs. DC)
Fortitude (poison, paralysis, death magic, e.g.) = base + CON modifier
Reflex (traps, dragon breath, lightning bolts, e.g.) =  base + DEX modifier
Will (mental, charm, hold, illusions, e.g.) = base + WIS modifier
DC Difficulty class is a number that represents the roll result needed to accomplish something. The higher the DC the more difficult the task.
Standard Action: Attack, cast a spell, perform a skill, etc.
Full Round Action: Takes the whole round, can only take a 5' step
Move-Eqv Action: Stand up from prone, retrieve stored item, etc.
Free Action: Shouting commands or warnings, etc.
Partial Action: 1/2 of a standard action, usually imposed due to circumstances (i.e. move or attack or cast a spell)
Attack of Opportunity: It is assumed that you are always on the defensive while in combat. If you do something that diverts your attention, you will allow opponents near you to get a free attack, or 'attack of opportunity' (and vice-versa). You threaten anything within 5' of you. If something moves out of or into your threatened area, you get to take an attack of opportunity (if you want) even if you have already attacked, but you only get one free attack per round. If you move into another creature's threatening area, you provoke an attack of opportunity from them and they get a free attack. A 5' step does not provoke attacks of opportunity,  and if you only move during your round, you do not provoke an attack of opportunity (think of it as a fighting withdrawal).

In a combat round you can do the following (you can also take a 5' step as a free action, before or after doing something else):

Combat Sequence:

  1. Two opponents meet, DM determines if either group is surprised.
  2. Those not surprised get to take a partial action, they roll initiative and then act in their turn sequence.
  3. Before a combatant has acted, they are considered 'flat-footed' and get no bonus to AC from DEX.
  4. After all non-surprised opponents have performed their partial action, the surprise round is over and the rest of the combatants roll initiative and get placed in the combat order.
  5. Highest initiative goes first (ties go to highest DEX, if DEX same, flip a coin).
  6. Round ends, next round begins in same order.