Secret Lesson 18

Starting Combat: Encounters, Rounds, Turns, and Initiative

You have completed the Game Fundamentals section.

Now we begin:

COMBAT

Combat is where many of the rules you have already learned begin working together at the same time:

  • D20 Tests

  • Attack Rolls

  • Armor Class

  • Advantage and Disadvantage

  • Actions

  • Bonus Actions

  • Reactions

  • movement

  • positioning

  • hiding

  • objects

  • conditions

The SRD describes combat as a clash involving things such as weapon attacks, defensive movement, positioning, and spellcasting. To organize all of that activity, the game divides combat into:

ROUNDS

and:

TURNS

 


WHAT IS A COMBAT ENCOUNTER?

During adventures, characters may encounter dangerous monsters or hostile villains.

When fighting begins, the game changes from the looser timing normally used during exploration or social interaction to a much more precise sequence.

Instead of asking:

“What happens over the next several minutes?”

combat asks:

“Who acts first?”

“What does each creature do?”

“Where does everyone move?”

“What happens before the next creature acts?”

That structure is controlled by:

INITIATIVE

ROUNDS

and:

TURNS


THE BASIC STRUCTURE OF COMBAT

The SRD gives three major steps for beginning and running combat:

STEP 1 — ESTABLISH POSITIONS

STEP 2 — ROLL INITIATIVE

STEP 3 — TAKE TURNS

Then Step 3 repeats round after round until the fighting ends.

Let's examine each step.


STEP 1 — ESTABLISH POSITIONS

Before anyone rolls Initiative, the GM determines where:

  • the player characters are

  • the monsters are

  • the different sides are relative to one another

The GM can use information such as:

  • the party's marching order

  • previously stated positions

  • the room or location

  • the direction and distance of the enemies

 


WHY STARTING POSITIONS MATTER

Suppose the party has been traveling through a narrow dungeon corridor.

Marching order:

Fighter

Rogue

Wizard

Cleric

Enemies suddenly appear in front of them.

The Fighter may begin nearest the enemies.

The Cleric may begin farthest away.

Those positions existed before Initiative was rolled.

Combat doesn't automatically rearrange everyone into convenient positions.


EXAMPLE — AMBUSH FROM BEHIND

Party order:

Fighter → Rogue → Wizard → Cleric

But enemies attack from behind.

Now the Cleric may be closest to the attackers.

The exploration choices made before battle can directly influence the opening state of combat.


POSITIONING CAN BE DESCRIPTIVE OR GRID-BASED

If the group uses a grid, the GM can physically place:

  • miniatures

  • tokens

  • terrain

according to the established positions.

If the group isn't using a grid, the GM can describe:

  • distances

  • directions

  • relative locations

The underlying principle remains the same:

KNOW WHERE EVERYONE IS BEFORE THE BATTLE PROCEEDS.


STEP 2 — ROLL INITIATIVE

Once positions are established:

EVERYONE INVOLVED ROLLS INITIATIVE

Initiative determines:

THE ORDER OF TURNS

 


WHAT KIND OF ROLL IS INITIATIVE?

Initiative is:

A DEXTERITY CHECK

 

Therefore, the basic Initiative roll starts with:

1D20 + DEXTERITY MODIFIER

plus any other modifier that an applicable rule provides.


EXAMPLE — INITIATIVE

Character Dexterity:

16

Dexterity Modifier:

+3

Initiative roll:

12

Calculation:

12 + 3 = 15

Initiative:

15


ANOTHER EXAMPLE

Character Dexterity Modifier:

−1

Roll:

17

Initiative:

17 − 1 = 16

A character with lower Dexterity can still act before a more agile character if the die roll is high enough.


INITIATIVE IS AN ABILITY CHECK

This matters because Initiative is not a separate fourth kind of D20 Test.

It is:

A DEXTERITY ABILITY CHECK

So rules that affect an appropriate Dexterity check or Initiative roll can potentially affect it when their wording applies.


PROFICIENCY IS NOT AUTOMATICALLY ADDED

Because Initiative is a Dexterity check rather than a skill check tied to a standard skill proficiency, you don't automatically add your Proficiency Bonus merely for rolling Initiative.

If another feature specifically improves Initiative, follow that feature.


MONSTERS ALSO ROLL INITIATIVE

Player characters are not the only creatures participating.

The:

GM ROLLS INITIATIVE FOR MONSTERS

 


GROUPS OF IDENTICAL MONSTERS

When several monsters are identical, the GM can make:

ONE INITIATIVE ROLL FOR THE GROUP

All members of that identical group then have:

THE SAME INITIATIVE

 


EXAMPLE

The party fights:

  • 4 identical Goblins

  • 1 different monster

The GM might roll:

one Initiative for all four Goblins

and:

one separate Initiative for the other monster

This keeps large battles easier to manage.


STEP 3 — BUILD THE INITIATIVE ORDER

After everyone rolls, each combatant's check total becomes their:

INITIATIVE COUNT

usually shortened simply to:

INITIATIVE

 

The GM then arranges combatants:

FROM HIGHEST INITIATIVE TO LOWEST INITIATIVE

That order determines when creatures act.


EXAMPLE — INITIATIVE ORDER

Results:

Rogue — 21

Monster — 17

Wizard — 15

Fighter — 11

The turn order is:

1. ROGUE

2. MONSTER

3. WIZARD

4. FIGHTER

After the Fighter finishes:

the round ends.

Then the next round begins with:

ROGUE AGAIN


INITIATIVE ORDER STAYS THE SAME

Once established:

THE INITIATIVE ORDER REMAINS THE SAME FROM ROUND TO ROUND

 

You don't normally reroll Initiative every round.


WHAT IS A ROUND?

Combat is divided into:

ROUNDS

A round represents approximately:

6 SECONDS

in the game world.


EVERY PARTICIPANT GETS A TURN DURING THE ROUND

During each round:

EACH PARTICIPANT TAKES A TURN

according to Initiative order.

When every participant has had a turn:

THE ROUND ENDS

If combat is still continuing:

A NEW ROUND BEGINS

 


SIX SECONDS DOESN'T MEAN EACH TURN LASTS SIX SECONDS SEQUENTIALLY

The round as a whole represents approximately six seconds of activity in the game world.

The turn structure is how the rules organize actions that, fictionally, are occurring during roughly the same brief period.

So if ten combatants participate:

the round still represents approximately:

6 SECONDS

not 60 seconds.


WHAT IS A TURN?

A:

TURN

is the individual opportunity for one combatant to act during the round.

On your turn, the SRD gives you two core possibilities:

MOVE UP TO YOUR SPEED

and:

TAKE ONE ACTION

You decide whether to move first or take the action first.


EXAMPLE — MOVE THEN ACT

Speed:

30 feet

You move:

20 feet

Then take:

ATTACK ACTION

If you still have available movement and the movement rules allow it, that remaining movement can also be relevant.

The complete movement system is the subject of Lesson 19.


EXAMPLE — ACT THEN MOVE

You begin beside an enemy.

You take:

ATTACK ACTION

Then move away.

Whether that movement has additional consequences depends on rules we will study later, particularly:

OPPORTUNITY ATTACKS


ACTION OPTIONS

The main actions you learned earlier include:

  • Attack

  • Dash

  • Disengage

  • Dodge

  • Help

  • Hide

  • Influence

  • Magic

  • Ready

  • Search

  • Study

  • Utilize

Character features and monster stat blocks can provide additional action options.


BONUS ACTIONS STILL EXIST

Remember Lesson 11.

Some features allow you to take:

A BONUS ACTION

during your turn.

But only if a specific rule gives you something to do as a Bonus Action.

The normal action and the Bonus Action are separate.


REACTIONS STILL EXIST

A Reaction is also separate from your normal turn structure.

It happens when its trigger occurs.

That may happen:

  • during your turn

  • during another creature's turn

Combat timing therefore brings together:

MOVEMENT

ACTION

BONUS ACTION, IF AVAILABLE

REACTION, WHEN TRIGGERED


SURPRISE

Combat doesn't always begin with both sides fully prepared.

A creature can be:

SURPRISED BY COMBAT STARTING

If so:

IT HAS DISADVANTAGE ON ITS INITIATIVE ROLL

 


EXAMPLE — HIDDEN AMBUSHER

The SRD gives the example of an ambusher who begins combat while:

HIDDEN

from an enemy that doesn't know combat is about to begin.

That unaware enemy is:

SURPRISED

and therefore rolls Initiative with:

DISADVANTAGE

 


SURPRISE DOESN'T AUTOMATICALLY REMOVE YOUR TURN

This is an important point in SRD 5.2.1.

The combat rule given for being surprised when combat begins is:

DISADVANTAGE ON THE INITIATIVE ROLL

It does not say that a surprised creature automatically loses its entire first turn.

So don't use older or different surprise mechanics in place of the SRD 5.2.1 rule.


SURPRISE EXAMPLE

Normal Initiative:

1d20 + 2

But you are surprised.

Roll two d20s:

17 and 6

Because of Disadvantage:

use:

6

Add Dexterity Modifier:

+2

Initiative:

8

You will probably act later in the round, but you still have a turn when your Initiative comes up.


INVISIBLE CREATURES AND INITIATIVE

The SRD's Invisible condition provides another Initiative interaction.

If you are Invisible when Initiative is rolled:

YOU HAVE ADVANTAGE ON THE INITIATIVE ROLL

 

This is one example of another rule modifying Initiative.


ADVANTAGE AND DISADVANTAGE CAN CANCEL

Suppose a creature is:

Invisible

and would therefore have Advantage on Initiative,

but is also:

Surprised

and therefore has Disadvantage.

You already know the rule:

ADVANTAGE + DISADVANTAGE = NEITHER

So it rolls Initiative normally.


INITIATIVE TIES

What happens when two creatures have the same Initiative?

The SRD provides specific tie rules.


TIE BETWEEN MONSTERS

If two or more tied creatures are monsters:

THE GM DECIDES THEIR ORDER

 


TIE BETWEEN PLAYER CHARACTERS

If two or more player characters tie:

THE PLAYERS DECIDE THEIR ORDER

 


TIE BETWEEN A MONSTER AND A PLAYER CHARACTER

If the tie is between:

  • a monster

  • a player character

then:

THE GM DECIDES THE ORDER

 


TIE SUMMARY

Initiative Tie Who Decides?
Monster vs. Monster GM
Player vs. Player Players
Player vs. Monster GM

ALTERNATIVE: INITIATIVE SCORES

The Rules Glossary provides another option.

Sometimes the GM may use:

INITIATIVE SCORES

instead of rolling Initiative.

The formula is:

INITIATIVE SCORE = 10 + DEXTERITY MODIFIER


EXAMPLE

Dexterity Modifier:

+3

Initiative Score:

10 + 3

=

13


ADVANTAGE WITH AN INITIATIVE SCORE

If you would have:

ADVANTAGE ON INITIATIVE ROLLS

increase your Initiative Score by:

+5

 


DISADVANTAGE WITH AN INITIATIVE SCORE

If you would have:

DISADVANTAGE ON INITIATIVE ROLLS

decrease your Initiative Score by:

−5

 


INITIATIVE SCORE EXAMPLE

Dexterity Modifier:

+2

Base Initiative Score:

12

If you have Advantage:

12 + 5 = 17

If you have Disadvantage:

12 − 5 = 7

This is an alternative the GM can use rather than rolling Initiative.


COMMUNICATING DURING YOUR TURN

Combat doesn't prevent characters from speaking.

The SRD allows you to communicate through:

BRIEF UTTERANCES AND GESTURES

during your turn.

Doing so uses:

NEITHER YOUR ACTION NOR YOUR MOVEMENT

 


EXAMPLE

During your turn:

“The wizard is behind the pillar!”

That brief warning does not automatically consume your Action.


EXTENDED COMMUNICATION

Longer communication is different.

Something such as:

  • a detailed explanation

  • an attempt to persuade an enemy

requires:

AN ACTION

The SRD identifies Influence as the main action for trying to influence a monster.


OBJECT INTERACTION DURING COMBAT

As you learned earlier, you can normally interact with:

ONE OBJECT OR ENVIRONMENTAL FEATURE FOR FREE

during your:

  • movement

  • or action

 


EXAMPLE

You move toward an enemy and open a normal door on the way.

That door interaction can occur during your movement without requiring a separate action.


SECOND OBJECT

If you want to interact with:

A SECOND OBJECT

during the turn:

TAKE THE UTILIZE ACTION

 

Specific objects can also require an action according to their own rules.


DOING NOTHING

You are never required to move or act.

The SRD explicitly allows you to:

  • forgo movement

  • forgo your action

  • do nothing at all

on your turn.


IF YOU DON'T KNOW WHAT TO DO

The SRD suggests considering:

DODGE

for defense,

or:

READY

if you want to delay a response until a trigger occurs.


HOW DOES COMBAT END?

Combat does not have to continue until every opponent is dead.

The SRD says combat ends when one side is defeated.

Defeat can include creatures being:

  • killed

  • knocked out

  • surrendered

  • fled

Combat can also end if:

BOTH SIDES AGREE TO STOP FIGHTING

 


EXAMPLE — ENEMY FLEES

The final surviving enemy runs away.

The characters decide not to pursue.

The fight can end.


EXAMPLE — SURRENDER

The enemies drop their weapons and surrender.

The party accepts.

Combat can end without killing them.


EXAMPLE — NEGOTIATED END

Two sides realize neither wants to continue.

They agree to stop.

The SRD explicitly permits combat to end through mutual agreement.


COMPLETE COMBAT START EXAMPLE

The party enters an abandoned fortress.

Their marching order is:

Fighter

Rogue

Wizard

Cleric

Three enemies attack.


STEP 1 — ESTABLISH POSITIONS

The GM determines:

  • Fighter is nearest the enemies

  • Rogue is behind Fighter

  • Wizard and Cleric are farther back

  • enemies are 20 feet ahead


STEP 2 — DETERMINE SURPRISE

The enemies were hidden.

The GM determines which combatants were unaware when combat began.

Those who are surprised:

HAVE DISADVANTAGE ON INITIATIVE


STEP 3 — ROLL INITIATIVE

Results:

Rogue — 19

Enemies — 16

Fighter — 14

Wizard — 11

Cleric — 8


STEP 4 — ORDER THE COMBATANTS

  1. Rogue

  2. Enemies

  3. Fighter

  4. Wizard

  5. Cleric


STEP 5 — TAKE TURNS

The Rogue takes a turn.

Then the enemies.

Then the Fighter.

Then Wizard.

Then Cleric.


STEP 6 — END THE ROUND

Everyone has acted.

Approximately:

6 SECONDS

of game-world combat have passed.


STEP 7 — BEGIN ROUND TWO

The Initiative order remains:

  1. Rogue

  2. Enemies

  3. Fighter

  4. Wizard

  5. Cleric

Continue until the fighting ends.


COMBAT FLOW AT A GLANCE

ESTABLISH POSITIONS

ROLL INITIATIVE

ORDER HIGHEST TO LOWEST

FIRST CREATURE TAKES TURN

NEXT CREATURE TAKES TURN

CONTINUE UNTIL EVERYONE HAS ACTED

ROUND ENDS

START NEXT ROUND IN SAME INITIATIVE ORDER

REPEAT UNTIL COMBAT ENDS


COMMON BEGINNER MISTAKES

MISTAKE 1 — ROLLING INITIATIVE BEFORE KNOWING WHERE EVERYONE IS

The first combat step is:

ESTABLISH POSITIONS

then roll Initiative.


MISTAKE 2 — THINKING A ROUND IS ONE CREATURE'S TURN

A round contains:

EVERY COMBATANT'S TURN

and represents about:

6 SECONDS

 


MISTAKE 3 — REROLLING INITIATIVE EVERY ROUND

Initiative order remains the same from round to round.


MISTAKE 4 — TREATING INITIATIVE AS A SPECIAL NON-D20 ROLL

Initiative is:

A DEXTERITY CHECK

 


MISTAKE 5 — AUTOMATICALLY ADDING PROFICIENCY BONUS

Being a character does not automatically make you proficient in Initiative.

Add modifiers only when the relevant rules provide them.


MISTAKE 6 — USING OLDER SURPRISE RULES

Under the SRD 5.2.1 rule studied here:

SURPRISED → DISADVANTAGE ON INITIATIVE

 

Do not automatically remove the creature's first turn.


MISTAKE 7 — LETTING PLAYERS CHOOSE EVERY INITIATIVE TIE

Players choose order only among tied player characters.

The GM resolves monster ties and player-versus-monster ties.


MISTAKE 8 — THINKING YOUR ACTION MUST COME AFTER MOVEMENT

You choose whether to:

move first

or:

act first.


MISTAKE 9 — USING AN ACTION FOR EVERY SHORT SENTENCE

Brief communication and gestures normally require neither an Action nor movement.


MISTAKE 10 — ASSUMING COMBAT ENDS ONLY WHEN EVERY ENEMY DIES

Combat can also end through:

  • knockout

  • surrender

  • flight

  • mutual agreement

 


LESSON 18 — KEY TAKEAWAYS

COMBAT USES ROUNDS AND TURNS

A round represents about:

6 SECONDS

and every participant normally gets a turn during it.


COMBAT BEGINS IN THREE STEPS

1. ESTABLISH POSITIONS

2. ROLL INITIATIVE

3. TAKE TURNS

 


INITIATIVE IS

A DEXTERITY CHECK

and determines the order of turns.


HIGHEST INITIATIVE ACTS FIRST

Then continue downward through the Initiative order.

The order remains unchanged from round to round.


IDENTICAL MONSTERS CAN SHARE AN INITIATIVE ROLL

The GM can make one roll for the identical group.


SURPRISE

If combat starts and you're surprised:

DISADVANTAGE ON INITIATIVE

 


TIES

Players vs. Players → players decide

Monsters vs. Monsters → GM decides

Player vs. Monster → GM decides


ON YOUR TURN

You can normally:

MOVE UP TO YOUR SPEED

and:

TAKE ONE ACTION

 


BRIEF COMMUNICATION

Normally uses:

NO ACTION

and:

NO MOVEMENT

 


COMBAT CAN END WITHOUT DEATH

Defeat can include:

  • death

  • knockout

  • surrender

  • flight

or both sides can agree to stop.


NEXT LESSON

LESSON 19 — MOVEMENT AND POSITION: SPEED, DIFFICULT TERRAIN, SPACES, AND CREATURES

Now that you know when each creature gets to act, the next question is:

WHERE CAN IT MOVE?

In Lesson 19, we will study:

  • moving up to your Speed

  • combining different movement modes

  • Difficult Terrain

  • breaking up movement around Actions, Bonus Actions, and Reactions

  • dropping Prone

  • creature Size

  • the complete Creature Size and Space table

  • moving through another creature's space

  • allies and enemy spaces

  • Tiny creatures

  • creatures two Sizes larger or smaller

  • when another creature's space counts as Difficult Terrain

  • why you normally cannot end movement in another creature's space

  • what happens if you end a turn sharing another creature's space

This will give us the complete movement foundation before we begin making attacks in detail.


SRD 5.2.1 ATTRIBUTION

This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.