Combat begins when an encounter turns violent. Time is tracked in rounds (10 seconds), and each round follows a strict sequence. The full encounter (including combat) still counts as 1 turn of dungeon time.

Map

Battlemap (1 square = 10 feet in the dungeon, 10 yards in the wilderness).

Time-tracking

Rounds (10 seconds). 60 rounds = 1 turn.

Combat sequence per round:

  1. Declare spells and melee movement (other actions need not be declared).
  2. Initiative: each side rolls 1d6. Highest acts first.
  3. Winning side acts, in this order:
    1. Monster morale (if applicable)
    2. Movement
    3. Missile attacks
    4. Spell casting
    5. Melee attacks
  4. Other sides act in initiative order.

Main Actions

One main action per round per combatant. Movement and attacking can be combined in the same round.

Attack Rolls

  1. Roll 1d20.
  2. Apply modifiers: STR (melee); DEX, range, cover (missile).
  3. Determine hit AC via the attack matrix for the attacker's THAC0, OR if using Ascending AC: add attack bonus, result is the AAC hit.
  4. Hit if result is ≤ target's descending AC (or ≥ target's AAC).
  5. Roll for damage.

Special Combat Notes

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