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: