Notes On the Combat Sequence

Here are a couple of tips to give you more options in combat.

Called Shots

With all the rules and options we've introduced in The Complete Fighter's Handbook, we need to remind you to be diligent about asking about Called Shots during the Combat Sequence.

In the game, combat follows this sequence:

(1) The DM decides what the NPCs and monsters will do;

(2) The DM asks the players what they will do;

(3) Initiative is rolled; and

(4) Combat is resolved in initiative order.

In a lot of campaigns, Step 2 is skipped. The DM decides what the NPCs or monsters are doing, has everyone roll initiative, and then asks the player-characters, as their actions come up, what they're doing.

But if you're using Called Shots, you have to be diligent about keeping Step 2 in the sequence, so that the characters' Called Shots can be established before initiative is rolled.

Waiting on Initiative

There's another good reason not to skip Step 2 of the Combat Sequence:

Though combat is the warrior's profession, some DMs launch the player-characters into combat more often than they necessarily need to.

Why is this? It's because it becomes very easy to narrate an encounter this way: "You round the corner and there, 30 feet ahead, you see a party of six orcs advancing. They see you, too. Roll for initiative."

Once again, Step 2 is skipped; and, merely by saying "Roll for initiative," you presume that the player-characters will attack the orcs, and that the orcs will attack the PCs. Not only do you presume it: You practically guarantee it. The players will follow the DM's call for initiative, and combat is joined before anyone figures out that they had other options.

If this has become your habit when DMing, try substituting some other statement instead: Ask "What do you do?" instead of calling for initiative rolls. This gives the players the opportunity to talk to or challenge the other party. Combat might result anyway; a particularly militant PC, or aggressive NPCs, could bring about a combat immediately. But if that doesn't occur, the PCs and NPCs can talk, argue, choose to fight or agree to cooperate, whatever they choose.

If the two groups decide to fight, roll initiative normally.

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