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
-
Rogue
-
Enemies
-
Fighter
-
Wizard
-
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:
-
Rogue
-
Enemies
-
Fighter
-
Wizard
-
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.