Rules Index | GM Screen | Player's Guide


Chapter 1: Running the Game / Running Encounters

Starting the Encounter

Source GM Core pg. 24
Encounters typically begin when you ask your players to roll initiative, which sets the order that the characters will act in. The full rules for rolling initiative can be found on page 435 of Player Core, but in brief, initiative involves each character rolling a check—usually a Perception check, but possibly a different skill if you deem it appropriate—and then acting in order from highest result to lowest. Below, you'll find specifics on how to run certain types of initiative or deal with problems. These are guidelines, and you might prefer to execute initiative in a different way at your table.

When do you ask players to roll initiative? In most cases, it's pretty simple: you call for the roll as soon as one participant intends to attack (or issue a challenge, draw a weapon, cast a preparatory spell, start a social encounter such as a debate, or otherwise begin to use an action that their foes can't help but notice). A player will tell you if their character intends to start a conflict, and you'll determine when the actions of NPCs and other creatures initiate combat. Occasionally, two sides might stumble across one another. In this case, there isn't much time to decide, but you should still ask if anyone intends to attack. If the PCs and NPCs alike just want to talk or negotiate, there's no reason to roll initiative only to drop out of combat immediately!

Alternative Initiative Skills

Source GM Core pg. 24
Most times, characters will use Perception to roll initiative; however, there are a number of times that another skill might make sense. Occasionally calling for different skills in the initiative check can be a good way to create variety in encounters. Consider the following factors when deciding which checks to allow.
  • You'll likely call for Stealth for a character who's Avoiding Notice or hiding before combat.
  • You might call for Deception if a character decides to initiate a surprise attack during a negotiation.
  • You might call for Society for a character who realizes that the diplomat they're talking to is actually a spy based on misinformation in their cover story.
  • You might call for a magical skill like Arcana or Occultism for a spellcaster studying a strange magical phenomenon that suddenly summons a monster to fight the party.
You can allow a player to make a case that they should use a different skill than Perception, but only if they base it on something they've established beforehand. For example, if in the prelude to the attack, Merisiel's player had said, “I'm going to dangle down off the chandelier to get the drop on them,” you could let them use Acrobatics for their initiative roll. If they just said, “Hey, I want to attack these guys. Can I use Acrobatics?” without having established a reason beforehand, you probably shouldn't allow it.

You might find that if a player has a low Perception but a high modifier in another skill, that player might keep trying to use it for future encounters. As long as the narrative plays out in a reasonable manner, it's fine to allow the skill. However, if you find that they start making up odd circumstances to use their pet skill, or that their justifications for using the skill take too long at the table, just tell them you'd like them to go back to using Perception for a while.

Initiative with Hidden Enemies

Source GM Core pg. 25
When members on one or both sides of an impending battle are being stealthy, you'll need to deal with the impacts of Stealth on the start of the encounter. Anyone who's Avoiding Notice should attempt a Stealth check for their initiative. All the normal bonuses and penalties apply, including any bonus for having cover. You can give them the option to roll Perception instead, but if they do, they forsake their Stealth and are definitely going to be detected.

To determine whether someone is undetected by other participants in the encounter, you still compare their Stealth check for initiative to the Perception DC of their enemies. They're undetected by anyone whose DC they meet or exceed. So what do you do if someone rolls better than everyone else on initiative, but all their foes beat their Perception DC? Well, all the enemies are undetected, but not unnoticed. That means the participant who rolled high still knows someone is around and can start moving about, Seeking, and otherwise preparing to fight. The characters Avoiding Notice still have a significant advantage since the other characters need to spend actions and attempt additional checks in order to find them.

What if both sides are sneaking about? They might just sneak past each other entirely, or they might suddenly run into one another if they're heading into the same location.

Batch Initiative

Source GM Core pg. 25
If you have multiple enemies of the same type, such as four goblin warriors, you might want to have them act on the same initiative for simplicity. If you do, you can roll just one initiative check for all of them. They still take individual turns and can still individually change their initiative by Delaying. Note that a lucky initiative check could mean the batched creatures can easily gang up on the PCs, and a terrible roll could mean they all get struck down before they can do anything, so use this technique only when necessary to keep the game moving.

Placing Characters on the Map

Source GM Core pg. 25
If the PCs are already moving on a grid, as often happens in small dungeons, you already know where they are when they roll initiative. If they’re moving in free-form exploration, place them on the map when they roll initiative. The fastest way is to have the players set up their miniatures or tokens in a basic marching order ahead of time, then just move them onto the map in that formation. When that doesn’t work, such as when one or more PCs were in a different location or the map doesn’t fit the marching order, you can either set up the PC minis yourself, then ask if everybody is happy with where they are, or have the players place their own minis. If you find having the players do it themselves causes too much indecision (especially if they try to count out distances in advance), you can switch methods. Remember to place characters using Stealth in reasonable hiding spots, even if that means you have to adjust the marching order to do so.

Setting the Scene

Source GM Core pg. 25
When an encounter begins, spend a moment to describe the location if you haven’t already, using some of the description tips found in Evocative Environments on page 38. It can help to describe where enemies are within the environment to better ground them in the location. You can also use the enemies’ expressions to better convey the location. Is an enemy in a wary stance as they stand near a pit? Is another irritated by water dripping on it from the ceiling? Does a glowing glyph illuminate an enemy with a sinister red light?