Combat Step by Step
|
Interacting with Objects Around YouHere are a few examples of the sorts of thing you can do in tandem with your movement and action:
|
Size | Space |
---|---|
Tiny | 2 1/2 by 2 1/2 ft |
Small | 5 by 5 ft. |
Medium | 5 by 5 ft. |
Large | 10 by 10 ft. |
Huge | 15 by 15 ft. |
Gargantuan | 20 by 20 ft. or larger |
Variant: Playing on a GridIf you play out a Combat using a square grid and miniatures or other tokens, follow these rules.Squares.Each square on the grid represents 5 feet.Speed.Rather than moving foot by foot, move square by square on the grid. This means you use your speed in 5-foot segments. This is particularly easy if you translate your speed into squares by dividing the speed by 5. For example, a speed of 30 feet translates into a speed of 6 Squares.If you use a grid often, consider writing your speed in squares on your character sheet. Entering a Square.To enter a square, you must have at least 1 square of movement left, even if the square is diagonally adjacent to the square you’re in. (The rule for diagonal movement sacrifices realism for the sake of smooth play. The Dungeon M aster’s Guide provides Guidance on using a more realistic approach.)If a square costs extra movement, as a square of Difficult Terrain does, you must have enough movement left to pay for entering it. For example, you must have at least 2 squares of movement left to enter a square of Difficult Terrain. Corners.Diagonal movement can’t cross the corner of a wall, large tree, or other terrain feature that fills its Space.Ranges.To determine the Range on a grid between two things— whether creatures or objects— start counting squares from a square adjacent to one of them and stop counting in the Space of the other one. Count by the shortest route. |
Improvising an ActionYour character can do things not Covered by the actions in this chapter, such as breaking down doors, intimidating enemies, sensing weaknesses in magical Defenses, or calling for a parley with a foe. The only limits to the actions you can attempt are your imagination and your character’s ability scores. See the descriptions of the ability scores in chapter 7 for inspiration as you improvise.When you describe an action not detailed elsewhere in the rules, the DM tells you whether that action is possible and what kind of roll you need to make, if any, to determine success or failure. |
Contests in CombatBattle often involves pitting your prowess against that of your foe. Such a challenge is represented by a contest. This section includes the most common contests that require an action in Combat: Grappling and Shoving a Creature. The DM can use these contests as models for improvising others. |
Describing the Effects of DamageDungeon Masters describe hit point loss in different ways. When your current hit point total is half or more of your hit point maximum, you typically show no signs of injury. When you drop below half your hit point maximum, you show signs of wear, such as cuts and bruises. An Attack that reduces you to 0 Hit Points strikes you directly, leaving a bleeding injury or other trauma, or it simply Knocks you Unconscious. |