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 Player's Handbook explains player options during combat. Many of those actions (Cast a Spell, Help, Hide, Search, Use an Object) may be used in or out of initiative order. Attack rolls may also be called for without initiative, such as for striking objects. Dash, Disengage, Dodge, and Ready depend upon initiative order and often provoke an initiative roll.
When a player expresses intent to use Dash, Disengage, Dodge, or Ready outside of combat, address the player's goal:
Move fast. If uncontested, the character simply runs, hurries, or travels faster. Otherwise, initiative may be needed.
Gain surprise. Ask the player to describe how surprise could be gained (subtlety, trickery, etc.); consider resolving with an ability check*. See Surprise in Encounter Staging
Act first. Resolved with initiative*.
Wait to act on a trigger. Resolved with initiative* (if contested).
Avoid harm or be careful. Passive or active checks* of Perception and Investigation resolve detecting danger; AC and saving throws (often Dexterity) resolve avoiding harm.
*Advantage and disadvantage may be considered (see DMG 239).