Encounter Round Clarifications and Revisions

I’ve been reading up on G+ about encounters and how they are supposed to play out in the game vs how we actually play them when we play. Currently our round goes like this: roll initiative, do stuff, repeat. Seems I’ve been doing it all wrong and it’s actually much more broken out than that.

This is how I propose changing it:

Pre-Round Actions – Surprise or Encounter Reaction

1. Declare Party Actions (Negotiate, Combat or Flee)

Fleeing an encounter allows for the non-fleeing group to make one attack (spell or ranged only) at a +2 bonus

If combat is declared or already happening, continue to #2

If there is anyone who takes ongoing damage or spell effects then deal the damage or effect during this part.

2. Declare Character Actions (Melee Attack, Range Attack, Spells, Move)

3. Roll Initiative – d20, highest to lowest order

4. Combat Move then attack

Movement, note: spell casters cannot move and cast spells, unless the spells is zero level

Move move up to your characters speed only if you are not already engaged in melee combat, if they are in melee combat…

Moving in combat there are two options:

Fighting Withdrawal – character moves slowly backwards at half speed and out of melee combat with that opponent for next round. Opponent and character can make one attack as normal this round, if the opponent’s attack is successful, the withdrawal has failed.

Retreat – character moves quickly backwards at full speed and out of melee range for this round and cannot attack. Opponent can make one attack with advantage this round.

Attack! 

Ranged attacks – Arrows, Slings, Throwing stuff

Spells

Melee attacks

Next combatant Move to next player in the initiative order (next highest) and begin the combat again with movement and attacking.

5. Morale checks are made

6. Go to #1 Declare Party Actions and Repeat until the encounter is resolved

What do you think?

How do you run your RPG encounters? Do you do it all at once, or in phases? Post a comment below and let me know!

Critical Miss Chart

Sometimes you want to add a little flavor to your SimpleDnD game when your characters roll a critical fail (1 on d20) in combat. Use this handy-dandy chart to quickly add it! Note the Critical Miss Chart is optional.

Simple d4 Chart

1d4      Effect
1          Hit self (roll normal damage)
2          Hit friend (roll normal damage)
3          Break weapon
4          Drop weapon (no attack next round)

Extended d20 Chart

d20 roll Effect
1 Trip; DEX check (DC15), or -2 to combat rolls for 1d4 rounds
2 Stumble; DEX check (DC20), or -1 to combat rolls for 1d4 rounds
3 Fall: DEX check (DC25), or no attack next round and attacker gains Advantage
4 Knocked prone in current space taking 1d6 damage, no attack next round and attacker gains Advantage
5 DEX check (DC15), or no attack next round and attacker gains Advantage
6 DEX check (DC20), or no attack next round and attacker gains Advantage
7 Drop weapon, no attack next round
8 Weapon breaks
9 Hit Self: roll for half damage
10 Hit Self: roll for normal damage
11 Hit Self: critical (double damage)
12 Hit Ally: roll for half damage
13 Hit Ally: roll for normal damage
14 Hit Ally: critical (double damage)
15 Hit Ally: roll for half damage
16 Twist ankle; Half movement
17 Off balance next round and attacker gains Advantage
18 Weapon thrown in random direction 1d6 rounds to recover
19 Self: Knocked uncouncious
20 Self: Death Blow

Critical Hit Chart

Sometimes you want to add a little flavor to your SimpleDnD game when your characters roll a critical hit in combat. Use this handy-dandy chart to quickly add it! Note the Critical Hit Chart is optional.

d20 Roll Location Hit Consiquence
1 Hand Hand damaged, -2 combat rolls
2 Hand Lost 1d4 fingers, weapon dropped
3 Arm Wrist damaged, weapon or shield dropped
4 Arm Elbow wound, -2 combat rolls
5 Arm Arms off, -5 combat rolls
6 Leg Open wound, -5 to defense
7 Leg Knee wound, half movement
8 Leg Important artery hit, death in 2d4 rounds
9 Abdomin Guts hanging out, CON or incapacitated
10 Abdomin Guts smashed, CON or incapacitated
11 Abdomin Guts punctured, death in 2d4 rounds
12 Abdomin Guts punctured, death blow
13 Chest Lung damage, -3 to all rolls
14 Chest Chest wound, death blow
15 Chest Important artery hit, death in 2d4 rounds
16 Chest Broken rib, -2 combat rolls
17 Hard Strike Double Damage
18 Power Strike Triple Damage
19 Brilliant Strike Quad Damage
20 Death Blow Decapitation, Death Blow