Combat¶
Combat resolves violence between two or more parties in initiative order. Use the 5e combat rules as written in the Player's Handbook.
Used by: Wilderness Encounters when an encounter escalates to violence; DM judgment.
Uses: Escapes; Morale Checks.
Goes back to: the invoking procedure.
The combat rules are documented in the 5e Player's Handbook p189. Topics covered there include:
- Determining surprise (see Encounter Staging)
- Initiative
- Turn structure
- Actions in combat
Actions Outside of Combat¶
Chapter 9 of the PHB explains options during combat. Some of those actions may be used in or out of initiative order while others depend upon it and often provoke an initiative roll. When intent is expressed to use Dash, Disengage, Dodge, or Ready outside of combat, understand the goal:
Move fast. If uncontested, the character simply runs or hurries. Otherwise, initiative may be needed.
Gain surprise or act first. Ask the player to describe how surprise could be gained (subtlety, trickery, etc.) and consider resolving with an ability check. See Surprise in Encounter Staging. Acting first is resolved with initiative.
Act on a trigger. Resolved with initiative (if contested).
Avoid harm. Passive or active checks of Perception and Investigation resolve detecting danger. AC and saving throws resolve avoiding harm.
Consider whether advantage or disadvantage applies (see DMG 239).