> [!warning]
> This page is a work in progress. Information on this page is subject to change.
# 03. Game Phases
## Combat
Adventurers encounter many dangerous monsters and nefarious villains. In those moments, combat often breaks out.
### Combat Order
The game organizes combat into a cycle of rounds and turns.
A round represents about 6 seconds in the game world. During a round, each participant in a battle takes a turn. The order of turns is determined at the beginning of combat when everyone rolls [[#Initiative]]. Once everyone has taken a turn, the fight continues to the next round if neither side is defeated.
#### Combat Steps
**1: Establish Positions.**
The Dungeon Master determines where all the characters and monsters are located. Given the adventurers' marching order or their stated positions in the room or other location, the GM figures out where the adversaries are-how far away and in what direction.
**2: Roll Initiative.**
Everyone involved in the combat encounter rolls [[#Initiative]], determining the order of combatants' turns.
**3: Take Turns.** Each participant in the battle takes a turn in Initiative order. When everyone involved in the combat has had a turn, the round ends. Repeat this step until the fighting stops. On your turn, you can move a distance up to your Speed and take one action. You decide whether to move first or take your action first.
### Initiative
Initiative determines the order of turns during combat. When combat starts, every participant rolls Initiative; they make a Dexterity check that determines their place in the Initiative order. The GM rolls for monsters. For a group of identical creatures, the GM makes a single roll, so each member of the group has the same Initiative.
- **Surprise.** If a combatant is surprised by combat starting, that combatant has Disadvantage on their Initiative roll. For example, if an ambusher starts combat while hidden from a foe who is unaware that combat is starting, that foe is surprised.
- **Initiative Order.** A combatant's check total is called their Initiative count, or Initiative for short. The GM ranks the combatants, from highest to lowest Initiative. This is the order in which they act during each round. The Initiative order remains the same from round to round.
- **Ties.** If a tie occurs, the GM decides the order among tied monsters, and the players decide the order among tied characters. The GM decides the order if the tie is between a monster and a player character.
#### Your Turn
On your turn, you can move a distance up to your Speed and take one action. You decide whether to move first or take your action first. The main actions you can take are listed in "Actions" earlier in this chapter. A character's features and a monster's stat block also provide action options. "Movement and Position" later in this chapter gives the rules for movement.
- **Communicating.** You can communicate however you are able-through brief utterances and gestures-as you take your turn. Doing so uses neither your action nor your move.
Extended communication, such as a detailed explanation of something or an attempt to persuade a foe, requires an action. The Influence action is the main way you try to influence a monster. Interacting with Things. You can interact with one object or feature of the environment for free, during either your move or action. For example, you could open a door during your move as you stride toward a foe.
If you want to interact with a second object, you need to take the Utilize action. Some magic items and other special objects always require an action to use, as stated in their descriptions.
The GM might require you to use an action for any of these activities when it needs special care or when it presents an unusual obstacle. For instance, the GM might require you to take the Utilize action to open a stuck door or turn a crank to lower a drawbridge.
Doing Nothing on Your Turn. You can forgo moving, taking an action, or doing anything at all on your turn. If you can't decide what to do, consider taking the defensive Dodge action or the Ready action to delay acting.
#### Combat End
Combat ends when one side or the other is defeated, which can mean the creatures are killed or knocked out or have surrendered or fled. Combat can also end when both sides agree to end it.
### Movement & Position
On your turn, you can move a distance equal to your Speed or less. Or you can decide not to move. Your movement can include climbing, crawling, jumping, and swimming (each explained in the rules glossary). These different modes of movement can be combined with your regular movement, or they can constitute your entire move.
However you're moving with your Speed, you deduct the distance of each part of your move from it until it is used up or until you are done moving, whichever comes first.
A character's Speed is determined during character creation. A monster's Speed is noted in the monster's stat block. See the rules glossary for more about Speed as well as about special speeds, such as a Climb Speed, Fly Speed, or Swim Speed.
#### Difficult Terrain
—
#### Attacking
—
##### Melee Attacks
—
##### Ranged Attacks ⚠️
You can make ranged attacks only against targets within a specified range. If a ranged attack, such as one made with a spell, has a single range, you can't attack a target beyond this range.
Some ranged attacks, such as those made with a Longbow, have two ranges. The smaller number is the normal range, and the larger number is the long range. Your attack roll has Disadvantage when your target is beyond normal range, and you can't attack a target beyond long range.
#### Mounted Combat
—
#### Underwater Combat
—
---
### Exploration
Exploration involves delving into places that are dangerous and full of mystery. The rules in this section detail some of the ways player characters interact with the environment in such places.
#### Travel
—
---
### Social Interaction
During their adventures, player characters meet many different people and face some monsters that would rather talk than fight. In those situations, it's time for social interaction, which takes many forms. For example, you might try to convince a burglar to confess to wrongdoing or try to flatter a guard. The GM assumes the roles of any non-player characters (NPCs) who are participating.
An NPC's attitude toward your character is [[Attitude#Friendly|Friendly]], [[Attitude#Indifferent|Indifferent]], or [[Attitude#Hostile|Hostile]], as defined in the section: [[05. Appendices & Glossary]]. Friendly NPCs are predisposed to help, and Hostile ones are inclined to hinder.
Social interactions progress in two ways: through [[#roleplaying]] and [[#checks]].
#### Roleplaying
Roleplaying is, literally, the act of playing out a role. In this case, it's you as a player determining how your character thinks, acts, and talks. Roleplaying is part of every aspect of the game, and it comes to the forefront during social interactions.
As you roleplay, consider whether you prefer an active approach or a descriptive approach, each has its pros and cons.
The GM uses an NPC's personality and your character's actions and attitudes to determine how an NPC reacts. A cowardly bandit might buckle under threats of imprisonment. A stubborn merchant refuses to help if the characters badger her. A vain dragon laps up flattery.
When interacting with an NPC, pay attention to the GM's portrayal of the NPC's personality. You might be able to learn an NPC's goals and then use that information to influence the NPC.
If you offer NPCs something they want or play on their sympathies, fears, or goals, you can form friendships, ward off violence, or learn a key piece of information. On the other hand, if you insult a proud warrior or speak ill of a noble's allies, your efforts to convince or deceive will likely fail.