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THE FLOW OF COMBAT

Updating the ACKS Combat Round, Initiative, and Action Rules

The ACKS Core combat rules were based on Moldvay/Cook’s BX rules as expanded in the D&D Rules Cyclopedia, as interpreted by me
in the course of the 100 sessions of the Auran Empire campaign. Several of ACKS’s most distinctive combat rules are actually
constructions or elaborations of game mechanics presented in a sentence here and there in BX. For instance:

Page B25: “Missile fire is a type of combat used when the enemy is too far away to fight hand-to-hand (more than 5 feet away).” This
one-liner became the basis for ACKS’s rule that missile fire may not be used when an enemy is engaged.

Page B28: “The DM can allow characters to fire a bow at an opponent moving into hand-to-hand combat even if they lose the
initiative.” This one-liner became the basis for the rule that if a character has a missile weapon ready at the beginning of a round and
is not engaged in melee, he can fire his weapon at an opponent closing to melee range, even if the opponent has initiative, during the
opponent’s movement.

Some of my particular house rules never made it into ACKS Core at all, or were left relatively vague. As ACKS has evolved over the last
10 years, particularly with the addition of Domains at War and its rules for readying, defending, and delaying, it has become apparent
that an overhaul is sorely needed.

The rules presented in this month’s article are that overhaul! Many of these rules are my own house rules from my home campaigns.
Others are new. The new rules have slowly been introduced into playtests running on the ACKS Discord and would serve as the core
of a hypothetical ACKS 2E combat sequence. Please note that the rules style of ACKS 2E (should it be written) isn’t set in stone; I might
switch to a modern second-person approach, a more stern third-person approach, or a more casual OSR approach.

With that introduction out of the way, let’s proceed!

THE COMBAT SEQUENCE


ROUNDS
During combat, time is divided into units of rounds, which are 10 seconds each. There are 6 rounds per minute and 60 rounds per turn
(10 minutes). While few encounters last as long as 60 rounds, for purposes of calculating the passage of time in an adventure, any
encounter of 60 rounds or less is considered to last one full turn. The additional time represents recovering one’s breath, binding
wounds, cleaning blades, looting bodies, and so on.

PRE-INITIATIVE DECLARATION
Combatants wishing to cast spells, withdraw, or retreat in the upcoming round must publicly inform the Judge before the initiative
dice are rolled. Other actions do not have to be declared in advance.

INITIATIVE ROLLS
After pre-initiative declarations, each combatant rolls 1d6 to determine his initiative number. This roll can be adjusted by the
combatant's Dexterity bonus, if any, and by certain special abilities or proficiencies. In large battles, the Judge can roll 1d6 for each
group of identical monsters instead of for each individual monster. Initiative number determines when a combatant acts during the
round.

INITIATIVE COUNT
Next, the Judge begins the initiative count, calling out the initiative numbers starting with 10, then 9, then 8, and so on. Each
combatant takes his actions when his initiative number is called. The initiative count continues until characters have acted or until it
reaches -10, at which point the initiative count ends.

Simultaneous Actions: If two more combatants have the same number, those combatants take their actions simultaneously, resolving
their movement actions first and then resolving their attack actions. When movement occurs simultaneously, such that two
combatants are approaching each other, they meet at a midpoint between them proportional to their respective movement rates.

EXAMPLE: Phaedra is 60’ away from a grotesque slime-monster. Phaedra is charging the slime-monster (120’ movement rate) while
the slime-monster shambles forward (40’ movement rate). Phaedra moves 45’ and the second moves 15’ to meet.
DELAYING ACTIONS
When a combatant’s initiative number is called, the combatant can choose to delay his actions until a lower initiative count, up to a
maximum equal to the negative value of his initiative number. For instance, a character with an initiative number of 5 can delay his
action until the initiative count reaches -5. If the character does not take his actions at that time, the actions are lost.

A delaying combatant can take his actions when the count reaches a lower initiative number of his choice, or can wait for another
combatant to act. If combatant waits for a particular combatant, then the combatant’s action takes place on the same initiative
number as the combatant he is waiting for. In any case, the combatant's action is simultaneous with the combatant waited for, and
all other combatants acting on that initiative count, just as if they had rolled the same number.

SIMULTANEITY AND DELAY


Most of the time, the order in which simultaneous actions are declared and resolved doesn’t matter because the different characters
acting are on different parts of the battlefield, or the appropriate actions are self-evident. Sometimes, however, simultaneous actions
can lead to stand-offs where a player doesn’t want to decide what his character is going to do until after an NPC on that same initiative
number reveals what it is going to do.

EXAMPLE: Norden, a dwarven fury, is confronting Alexis, a mysterious NPC mage armed with a wand. Both Norden and Alexis are
acting on initiative count 5. Norden wants to attack if Alexis is hostile but he doesn’t want to provoke a fight if the mage is possibly
friendly. When the Judge calls “initiative 5, who’s up?” Norden says “I’m up, but what’s the mage doing on 5?” Uh oh!

In such circumstances, the Judge should secretly decide what the NPC(s) are going to do, then have the players decide in any order
they would like. The GM can then reveal what the NPCs are doing and resolve the actions simultaneously.

EXAMPLE: The Judge secretly decides that Alexis will blast Norden with his wand. The Judge says “the mage is doing what he’s doing.
What are you doing?” Norden’s player announces, “I am going to salute the mage and offer greetings.” The Judge then says, “the
mage is blasting you with his wand.” Initiative count 5 is now resolved with Alexis blasting Norden with his wand of magic missile while
Norden makes a fancy salute. Norden regrets this rare moment of patience and kindness and vows to attack all NPCs on sight going
forward.

If a player or NPC in such a circumstance declares that he is Delaying, he cannot take any action until the next lower initiative count
is reached.

EXAMPLE: The Judge secretly decides that Alexis will blast Norden with his wand. The Judge says “the mage is doing what he’s doing.
What are you doing?” Norden’s player announces, “I am delaying my action.” The Judge then says, “the mage is blasting you with his
wand.” Because he delayed his action on initiative count 5, Norden cannot take his action until initiative count 4.

Designer’s Note: If a character could both delay and act on the same initiative count, every initiative count would return to being a
simultaneous stand-off. This rule forces a player to make a choice if he wants to act on his current initiative count.

ACTING BEFORE YOUR INITIATIVE NUMBER


There are three circumstances during which a combatant can act before his initiative number:

1. Equipped Missile Weapon: If a combatant was not surprised, was unengaged, and had a missile weapon equipped at the
start of the first round of combat, he can fire at a closing opponent on the closing opponent’s initiative number regardless of
his own initiative number. The combatant’s attack takes place simultaneously with the closing opponent’s attack.
2. Longer Reach: If a combatant was not surprised, was unengaged at the start of the first round of combat and has a longer
reach (q.v.) than a closing opponent, he can attack the closing opponent on the closing opponent’s initiative number
regardless of his own initiative number. Again, the combatant’s attack takes place simultaneously with the closing opponent’s
attack.
3. Ready to Attack: If a combatant begins the round with a readied attack action (q.v.), he can take his readied attack action
when it is triggered, regardless of his own initiative number. A readied attack action takes place at the end of the movement
actions of any other combatants acting on the same initiative number, before their attack actions.

MORALE ROLLS
When the initiative count concludes, the Judge checks morale for any combatants who have suffered enough damage and/or lost
enough allies that they might withdraw or flee. The effects of morale then dictate their actions in the subsequent combat round.
ACTIONS
On his initiative number, each combatant receives a combination of one movement action and one attack action. The combatant must
use his movement action before he uses his attack action. He cannot substitute one action for the other, or use the attack action
before the movement action.

MOVEMENT ACTIONS
Movement actions include:
• Remain Stationary: Hold fast, not moving in any direction. After remaining stationary, a combatant can attack, cast, defend,
hustle, interact, ready an attack action, stand up, take cover, or use an item.
• Interact: Interact with the environment for an action requiring a few seconds. A combatant can:
o Light an equipped lantern or torch.
o Open an unlocked unstuck door or pull aside a curtain.
o Pick an item off the ground.
o Ready or loosen a shield.
o Retrieve an item from a pack or sack.
o Sheathe one weapon and drawn another.
After interacting, a combatant can attack, defend, hustle, interact, ready an attack action, stand up, take cover, or use an
item.
• March (U): Move in any desired direction at up to combat movement rate. The combatant must not be engaged. After
marching, a combatant can attack, defend, hustle, interact, ready an attack action, stand up, take cover, or use an item.
• Withdraw (B): Move away from engaging enemies at ½ combat movement rate. The combatant cannot withdraw into an
engagement with another enemy. The combatant must declare the withdrawal before rolling initiative unless he has
Skirmishing. After withdrawing, a combatant can defend, interact, ready an attack action, stand up, or take cover.
• Charge (U): Run towards an opponent in line of sight at least 20’ away across open ground at up to running movement rate.
The combatant must not be engaged. The combatant’s AC is reduced by 2 until he takes his next initiative. After charging, a
combatant can attack.
• Run (U): Run in any desired direction at up to running movement rate. The combatant must not be engaged. The combatant’s
AC is reduced by 2 until he takes his next initiative. After running, a combatant can take cover.
• Retreat (B): Run away from engaging enemies at up to running movement rate. The combatant cannot retreat into an
engagement with another enemy. The combatant’s AC is reduced by 2 and he cannot use his shield until his next initiative.
The combatant must declare the retreat before rolling initiative unless he has Skirmishing. After retreating, a combatant can
take cover.
• Stand Up (U): Stand up if prone. The combatant must not be engaged. After standing, a combatant can bash, defend, hustle,
interact, ready an attack action, take cover, or use an item.
• Take Cover (U): Take cover by falling prone, crouching, kneeling, etc. The combatant must not be engaged. After taking cover,
a combatant can attack, bash, defend, hustle, interact, ready an attack action, stand up, or use an item.

Movement actions marked (U) are unavailable if the combatant is engaged. Movement actions marked (B) must have been declared
before initiative.
ATTACK ACTIONS
• Attack: Attack one or more times, based on attack sequence. The combatant must not have run, retreated, or withdrawn. If
the combatant remained stationary, he may move up to 5’ towards the enemy when he attacks if necessary to engage. If the
combatant charged, he gains a +2 bonus on his attack throw on the target he charged and on subsequent cleaves provided
he takes a 5’ step after each cleave. Certain weapons, such as spears, lances, and pole arms, deal double damage on a
successful charge.
• Bash: Bash down a stuck door, lift a portcullis, smash a window, etc. The combatant must not have charged, run, or retreated.
• Cast (B, R): Cast a spell. The combatant must have declared the spell before initiative and must have remained stationary. If
the combatant took damage, or failed a saving throw at any point after declaring the spell and before casting, the casting is
disrupted. The action and the spell slot are lost when this occurs.
• Defend: Defend himself or an adjacent ally with his shield. The combatant or ally gains a +4 AC vs. missile weapons other than
thrown weapons, and a +2 AC vs. melee attacks and thrown missile attacks. The combatant must not have charged, run, or
retreated.
• Hustle: Move in any desired direction at up to combat movement rate. The combatant must not be engaged and must not
have charged, run, withdrawn, or retreated.
• Interact. Interact with the environment for an action requiring a few seconds. A combatant can:
o Light a torch in hand.
o Open an unlocked unstuck door or pull aside a curtain.
o Pick an item off the ground.
o Ready or loosen a shield.
o Retrieve an item from a pack or sack.
o Stand up from being knocked down.
o Sheathe one weapon and draw another.
The combatant must not have charged, run, or retreated.
• Ready an Attack Action: Get ready to attack, defend, interact, or use an item at a later point. The combatant must state the
intended action and trigger for taking it. The combatant must not have charged, run, or retreated. A combatant who has a
readied attack action loses his action if he takes damage, fails a saving throw, or is involuntarily moved before he uses his
readied attack action.
• Stand Up: Stand up if prone.
• Take Cover: Take cover by falling prone, crouching, kneeling, etc. The combatant must not have charged.
• Use Item: Use an equipped item.
o Apply an oil or salve to himself, a willing or helpless combatant, or an equipped or stationary object.
o Brandish a holy symbol, garlic, or mirror.
o Cast a spell from a rod, staff, wand, or ring.
o Drink a potion or pour a potion down a helpless combatant’s throat.
The combatant must not have charged, run, or retreated.

Attack actions marked (B) must have been declared before initiative. Attack actions marked (R) require that the combatant have
remained stationary.

READYING TO ATTACK
When a combatant has a readied attack action, he can interrupt another combatant’s action anytime before his next initiative count
to take his readied action. The interruption occurs at the end of the interrupted combatant’s movement action but before the
interrupted combatant’s attack action.

Closing to Engagement Range: A combatant who remained stationary during movement and readied to attack can move up to 5’
towards an enemy in line of sight immediately before taking his attack if necessary to engage his target.

Countercharge: A readied attack may (but does not have to) be considered a countercharge if the combatant whose action it is
interrupting took a charge movement action. If so, the character gains a +2 bonus on his attack throw and on subsequent cleaves
provided he takes a 5’ step after each cleave, and deals double damage if his weapon deals double damage on a charge. However, the
character’s AC is reduced by 2 until he takes his next initiative.
Loss of Readied Action: A combatant who takes damage, fails a saving throw, or is involuntarily moved loses his readied action.

Readied vs. Readied: If two combatants both have actions readied and both trigger at the same time, the combatant’s readied actions
are resolved in order of their current initiative numbers. This can lead to simultaneous or sequential action.

Starting Ready: A combatant who narratively has readied before combat begins does not actually begin the combat with any readied
actions. However, he is able to act before his initiative number if he has a missile weapon or long reach (q.v.).

Staying Ready: If at the end of a combat round, a character still has a readied attack action, he retains the readied attack action and
can use it on the subsequent round. If he does so, he loses his initiative number that round. If his initiative number comes up again,
he stops being ready, but can still act normally. If he delays his initiative, he stops being ready.

Reserve Standoff: The foregoing notwithstanding, if an entire combat round passes with no attack actions made by either side against
their opponents, all combatants lose any readied attack actions.

FLOWCHART OF INITIATIVE
• Before rolling initiative, you must publicly declare your intent to cast a spell, retreat, or withdraw.
• When the initiative count reaches your initiative number, you can:
o Delay your actions until a later count, or
o Take your actions now.
• When you are delaying, you can:
o Take your actions on any later initiative number, or
o Wait for a particular combatant to act, and take your actions simultaneous with that combatant
• When you take your initiative, you can:
o Take a movement action, and then either
▪ Take an attack action, or
▪ Ready an attack action for later in the round
• When you take your attack action, the enemy can:
o Attack before you if they were readied at a higher initiative count,
o Attack simultaneous with you if they had a bow equipped or have a longer reach than you and it’s the first round.
• When the initiative count is complete, the Judge checks for morale for combatants who have suffered significant casualties
or damage.
• At the end of the round, if there were no attack actions made by either side against their opponents, all combatants lose
any readied attack actions.

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