The Order of Combat in DND: Unraveling the Battle Sequence

Dungeons & Dragons (DND) is a classic tabletop role-playing game that allows players to embody various fantasy characters, exploring a world filled with adventure and magic. One inevitable and thrilling aspect of the game is combat. But how does combat work? This requires an understanding of The Order of Combat in DND.


What is The Order of Combat?


The Order of Combat is the set of rules that determines the flow of combat in DND. It breaks down the chaos and excitement of battle into rounds and actions, giving each participant the chance to showcase their skills and strategies. The Order of Combat can be broken down into the following steps:

1. Determining Surprise: The Dungeon Master (DM) judges if anyone is caught off guard at the start of combat. If so, they are unable to move or act in the first round and cannot take reactions.

2. Establishing Positions: The DM determines the positions of all characters and monsters on the battlefield. Based on the marching order of adventurers or their locations in a room or area, the DM assesses where enemies are in relation to them.

3. Rolling Initiative: Everyone involved in the combat rolls initiative to determine their place in the turn order. The DM rolls once for a group of identical creatures that act simultaneously. The participants are then ordered from highest to lowest initiative, creating the initiative order, which remains constant throughout the combat.

4. Taking Turns: Each participant takes their turn according to the initiative order. During their turn, they can move a distance up to their speed and take an action. Some special circumstances may allow them to use a bonus action or reaction as well.

5. Starting the Next Round: When all participants have completed their turns, the round ends. If the battle continues, the fourth step is repeated until the combat concludes.


Surprise


Surprise refers to certain participants being caught unaware at the beginning of combat, losing their chance to act in the first round. For instance, a group of adventurers ambushing a bandit camp from the woods or a gelatinous cube silently engulfing an inattentive adventurer would result in one side gaining the advantage of surprise.

The DM decides who might be surprised. If neither side tries to conceal themselves, they automatically notice each other. Otherwise, the DM compares the Stealth results of the hiders against the Passive Wisdom (Perception) scores of the others. Any character or monster who fails to notice a threat starts the combat surprised.

Initiative

Initiative determines the order of actions in combat. At the start of combat, each participant rolls a Dexterity check to determine their place in the initiative order. The DM rolls once for a group of identical creatures that act simultaneously. The participants are then ordered from highest to lowest initiative, and this determines the sequence for each round. The initiative order remains unchanged during the combat.

If there are ties in initiative, the DM decides the order between DM-controlled characters or monsters, while players decide the order between player-controlled characters. If a tie occurs between player characters and monsters, the DM may decide or have both sides roll again to break the tie, with the higher roll taking precedence.

Turns

A turn is the basic unit of combat. Each participant has their turn in the initiative order, allowing them to take certain actions. During their turn, they can:

- Move: Characters can move a distance equal to or less than their speed. Movement can be split up, allowing for actions in between movements, such as moving 10 feet, taking an action, and then moving another 10 feet.

- Take an Action: This action can include attacking, casting spells, dashing, dodging, helping, hiding, readying, searching, and more.

- Communicate: Players can briefly speak or gesture during their turn to communicate with others. The DM determines what kind of communication is reasonable and whether it requires an action.

- Use a Reaction: A reaction can be taken at any time, triggered by specific conditions. For example, when an enemy leaves your melee range, you can make an opportunity attack. Reactions do not consume a turn but are limited to one per round.

Ending the Combat


When all participants have completed their turns, the round ends. If the outcome of the battle is not clear, the fourth step is repeated until the combat concludes. Combat typically ends in the following ways:

- One side is defeated or flees.

- One side surrenders or calls for a truce.

- The DM judges the battle to be meaningless or uninteresting.

Conclusion


The Order of Combat is a critical aspect of DND, defining the structure of combat encounters. It provides each participant with opportunities to shine and showcase their characters' unique traits and fighting styles. By understanding and mastering The Order of Combat, players can fully immerse themselves in the thrilling and challenging world of DND.

I hope this article has been helpful and enlightening to you.

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