2.1 How Combat Works

Combat in Starfinder is cyclical. After initial steps that begin a battle, every character acts in turn through a regular cycle of rounds until the combat ends. Regardless of how it plays out, combat follows this sequence.

1. Determining Awareness: The GM establishes whether any combatant is surprised when combat breaks out. PCs and NPCs usually attempt Perception checks to determine whether they are aware that a fight has started.

2. Determining Initiative Order: The GM and players roll initiative checks for those characters able to act. In combat, characters will act in order of their initiative check results— also known as their initiative counts—from highest to lowest. This order is called the initiative order.

3. Surprise Round: If some but not all of the characters are surprised, combat begins with a surprise round, during which only characters who aren’t surprised can act and their choice of actions is limited (see Surprise). After the surprise round, if any, the GM and players roll initiative checks for any characters that have not yet done so. The GM inserts these characters into the initiative order based on their initiative counts.

4. First Normal Combat Round: All characters act according to initiative order. The full suite of options is available to the combatants when they act, including moving and attacking.

5. Continuing Combat: After all the characters have had a turn, the next normal combat round begins and characters again act in the initiative order determined for this combat. Step 5 then repeats until the combat ends. If a new character enters combat, she rolls an initiative check to determine her initiative count, and the GM inserts her into the established initiative order.


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