Conflicts - Alternative Ways to Start a Combat Conflict

## Overview

Below are rules GMs may use to determine how the First Round of a Combat should be run. They are intended to be used with the full rules for a Combat Conflict, which may be found in the Combat Conflicts Section.

## Beginning the Combat

The *GM* determines the rules at play for *The* *First* *Round* of *Combat*.

There are **three** different ways a *Combat* can begin, depending upon how prepared the *Characters* involved in the *Conflict* were for it to begin. The way a *Combat* begins will affect how the first *Round* of *Combat* plays out.

*Players* and *GMs* may use the following guidelines to determine how a *Combat* begins.

### Sudden Starts

No *Characters* were prepared for the beginning of the *Combat*. This could be initiated by a *Character* drawing a weapon or an unexpected confrontation between two sets of *Characters* who are hostile to each other.

A Sudden Start is considered the default and easiest way for a *Combat* to begin. We recommend new *GMs* begin *Combat Conflicts* using these rules initially.

### Ambushes

One or more *Characters* initiate the *Combat* by getting the drop on the other *Characters* involved. This may occur when one or more *Characters* which the other *Characters* are unaware of initiates the *Combat*, usually by causing harm to another *Character*.

(See "Alternative Rules for the First Round of Combat" for more details)

### Stand Offs

This occurs when all the *Characters* involved in a *Combat* are prepared for it to begin. This may be the case in an honourable duel or perhaps as the result of a tense negotiation breaking down.

To see the rules for Ambushes and Stand Offs, see the Alternative Ways to Start a Combat Conflict Section

## The First Round of Combat

The initial breaking out of a *Combat* consists of a rush of activity. Depending upon how the *Combat* begins (see Beginning the Combat) the rules for the first *Round* of *Combat* may differ. Below we present the rules for the Sudden Start only. See *"Alternative Rules for the First Round of Combat" for more details* on the rules on *Ambushes* and *Stand-Offs.*

### Sudden Starts

When the *Combat* begins with a Sudden Start, the first *Round* of the *Combat* proceeds without any special rules.

The *Character* with the highest *Initiative* *Result* may take their *Turn*, followed by the *Character* with next highest initiative result, until all the *Characters* on the *Initiative* *List* have taken a *Turn*.

At this point the *Round* is complete, and another set of *Turns* may begin, starting once more with the *Character* who rolled the highest *Initiative* *Result*.

### Ambushes

Ambushes occur when one or more *Characters* is *Surprised* by the beginning of a *Combat*. Usually this will occur when a Hidden Character performs a violent or harmful act against another set of Characters, but it may also occur if Characters are lulled into a false sense of security. For example they may be at a dinner party, and unaware that the waiter serving them is about to draw a weapon and attack.

#### Determining Surprise

A *Character* is usually *Surprised* at the start of a combat as a result of failing to notice they are being deceived by a Character which is Hidden or hiding their true motivation. Checks made to *Surprise* a *Character* through acts of stealth (e.g. a Dexterity(Trickery) Check) or disguising their true motives (e.g. a *Charisma(Trickery) Check*) should **meet or exceed** a *DC* set by both a *Character's* *Passive* *Awareness* (10 + *Awareness Modifier)* and, if any *Characters* are actively looking for danger, a DC set by the *Check* used by the *Character* looking for danger, usually an *Awareness(Trickery) Check.*

Some *Characters* may have features which prevent them from being *Surprised*. In such cases, they may not notice the acts of *Trickery*, but they will be able to act as though they did during the first *Round* of *Combat*.

If one or more *Characters* successfully *Surprise* one or more *Characters*, use the below rules for the first round of *Combat*.

There are two sets of rules which the GM may use to determine what happens during the first *Round* of *Combat*.

#### Ambushes involving a Single Character and "Taking the Initiative"

If a **single** *Character* has *Surprised* *all* the other *Characters* they are hostile to, and it was their actions alone which initiated the *Combat*, then resolve the results of those actions (e.g. an Attack or Spell) and then use the rules described above for a Sudden Start to Combat.

At a GMs discretion, they may allow this act to occur before the *Characters* have even rolled for Initiative. This is referred to as a the *Character* "Taking the Initiative", and can be a useful way to resolve the start of a *Combat* more swiftly.

If any *Characters* hostile to the *Ambusher* are not *Surprised* (e.g. one of them are immune to being *Surprised*), use the rules for *Ambushes with Multiple Characters* instead.

#### Ambushes with Multiple Characters

If **multiple** *Characters* are *Surprising* others, or a combination of *Characters* are both *Surprised* and not *Surprised*, then the first *Round* of *Combat* follows the below rules:

* First begin by determining which *Characters* are *Surprised* and which are not. (see *Determining Surprise*)
* If a *Character* is **not** *Surprised*, their first Turn proceeds as normal without restrictions. (see *Sudden Start*)
* If a *Character* **is** *Surprised*, the only *Action* they may take on their first *Turn* is the *Dodge* *Action*, provided they are made aware of a threat to their safety (e.g. they have witnessed another *Character* being attacked or have been alerted by a *Character* who was not *Surprised*).
* A *Surprised* *Character* may not move during this *Turn*, and they may not use a *Reaction* until **after** their Turn ends.
* A *Character* no longer is no longer considered *Surprised* when their first *Turn* has ended.
* After the first *Round* of the *Combat* is resolved, all Characters may act as they wish on their *Turn*.

### Stand Offs

In a Stand Off one or more *Characters* participating in the *Conflict* are prepared for the fight. In such cases the *Combat* begins with those *Characters* spending a *Reaction* to utilise an *Action* they have prepared, or waiting for a better moment to use that *Reaction*. To do this follow these rules:

* Determine which *Characters* are prepared for the fight. Typically this will include all *Characters* who are involved in the *Combat*.
* A prepared *Character* who rolled the highest initiative *Result* states if they are going to use their *Reaction* to take an *Action* or *Bonus* *Action* immediately, or if they would like to wait for a trigger they specify before they spend their *Reaction* to take a specific *Action* or *Bonus* *Action* at a later time.
* If a *Character* chooses to act immediately, resolve the consequences of that *Action* before proceeding to the next prepared *Character* in the initiative.
* The next prepared *Character* in the *Initiative* is faced with the same decision, and this pattern will continue until all prepared *Characters* in initiative order have either used their *Reaction* or declared how they intend to use it.
* Players cannot change how they would like to use their *Reaction* once they have declared it.
* After all the *Characters* *Reactions* have been declared or spent, play continues in accordance with the Sudden Start rules.

## Copyright Notice

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode

## Credit this Work

To Credit material presented here which is unique from that contained in the System Reference Document 5.1 (see Copyright Notice), copy the following to your Credits Section:

This work includes material taken from "7e” by Peter Rees and materials taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC. Both "7e" and the "SRD5.1" are Licensed under the Creative Commons: By Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode