Editing 4SRD:Basics
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone.
Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 79: | Line 79: | ||
Sometimes you make a saving throw immediately, such as to avoid being pushed into a pit. If you are forced over an edge or into dangerous terrain such as a fire, you can make a saving throw and fall prone at the edge instead.* | Sometimes you make a saving throw immediately, such as to avoid being pushed into a pit. If you are forced over an edge or into dangerous terrain such as a fire, you can make a saving throw and fall prone at the edge instead.* | ||
<br> | <br> | ||
− | + | =INITIATIVE= | |
'''Initiative Checks:''' At the start of a battle, each combatant makes an initiative check. An initiative check is a Dexterity check. Each character applies his or her Dexterity modifier to the roll. Characters act in order, counting down from highest result to lowest. In every round that follows, the characters act in the same order (unless a character takes an action that results in his or her initiative changing; see Special Initiative Actions). | '''Initiative Checks:''' At the start of a battle, each combatant makes an initiative check. An initiative check is a Dexterity check. Each character applies his or her Dexterity modifier to the roll. Characters act in order, counting down from highest result to lowest. In every round that follows, the characters act in the same order (unless a character takes an action that results in his or her initiative changing; see Special Initiative Actions). | ||
If two or more combatants have the same initiative check result, the combatants who are tied act in order of total initiative modifier (highest first). If there is still a tie, the tied characters should roll again to determine which one of them goes before the other. | If two or more combatants have the same initiative check result, the combatants who are tied act in order of total initiative modifier (highest first). If there is still a tie, the tied characters should roll again to determine which one of them goes before the other. | ||
Line 92: | Line 92: | ||
If some but not all of the combatants are aware of their opponents, a surprise round happens before regular rounds begin. Any combatants aware of the opponents can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), combatants who started the battle aware of their opponents each take a standard action during the surprise round. You can also take free actions during the surprise round. You cannot spend an action point.* <br> | If some but not all of the combatants are aware of their opponents, a surprise round happens before regular rounds begin. Any combatants aware of the opponents can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), combatants who started the battle aware of their opponents each take a standard action during the surprise round. You can also take free actions during the surprise round. You cannot spend an action point.* <br> | ||
Surprised Combatants: Combatants who are unaware at the start of battle do not get any actions in the surprise round, not even free actions. Unaware combatants grant combat advantage.*<br> | Surprised Combatants: Combatants who are unaware at the start of battle do not get any actions in the surprise round, not even free actions. Unaware combatants grant combat advantage.*<br> | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
[[Category:4SRD]] | [[Category:4SRD]] |