The order of events for a Combat encounter is as follows:
1. Determination of Surprise: The GM determines if any of the parties have a chance of Surprising their opponents. If so, and it is determined that one or more sides are surprised, then the side(s) with the least number of segments of surprise may act, including taking up to one full attack action, before normal initiative is then rolled. Spells may be cast or started during this round, though the completion may spill over into the normal initiative round. Surprise will normally be rolled on 1d6 for all sides in the encounter and a roll of 1 or 2, indicates a like number of segments of surprise for the sides which rolled that result. Some creatures have a greater chance of Surprising opponents than usual. Others have a smaller chance of being Surprised.
A +1 Perception bonus will reduce a Character’s chance of being surprised by 1. Likewise, a +2 will reduce this chance by 2, and so forth. Regardless, a Parties chance of being surprised can never be reduced to below a 1, on whatever die is being used to determine the result. When rolling for surprise, one Player will roll for the party and the result will be based on the Character with the best Perception bonus. If the results determine that the Party has segments of surprise, then the Reaction Adjustment for Dexterity, may reduce the number of surprise segments, for individual Characters.
It is entirely possible for more than one side to be surprised, for an equal, greater or lesser number of segments than the other side or sides in the confrontation. There will be only one surprise round in a confrontation and after it has been adjudicated, as well as in cases where no surprise was determined to exist, Combat proceeds to step two.
2. Declaration of Spells: Any Player who is planning to cast a spell during the Round in question, must state that he is doing so and which spell he is casting.
3. Determine Initiative: All Players roll a d10, adding any reaction adjustment from Dexterity. This determines upon which segment the Character may act, with high rolls going first and Dexterity breaking any ties, if necessary. The GM rolls initiative for all non-player combatants.
4. Taking Action: Upon their initiative, players may take what action they wish, including any movement and attacks. Their opponents will likewise act, upon their own initiative.
4A. Spellcasting: Characters who are casting spells, will begin casting upon their segment of initiative. Each spell has a Casting Time which is then subtracted from the Characters initiative,
determining when the spell goes off. If the spell takes longer to cast than there are remaining segments in the round, then the casting time will spill over into the next round. In such cases, the spellcaster will make another initiative roll, after the spell goes off, which will be based upon the number of segments remaining and determine when he may begin another action.
After a Player has declared what spell he is casting, he is assumed to be gathering his components and readying himself to begin the casting. The Magic-user may not change his mind, as regards the specific spell he has chosen to cast, but he may, up until the segment of his initiative, which is when the spell-casting actually starts, decide to not cast any spell at all. In such cases, he will not lose the spell in question and may only move that round. If the Magic-user is hit and takes any damage, during the segments in which the spell is actually being cast, he will lose the spell and it will fail to take effect. Likewise, if he is grappled or otherwise violently disturbed, he will not be able to complete the casting and the spell will be lost. The Magic-user may not utilize his Dexterity Adjustment to armor class while casting and will be at an additional +2 to hit, due to not being able to properly defend himself.
If damage is taken before casting begins (before the caster’s initiative,) the Magic-user may still attempt the spell, but if an enemy is within melee range he will be leaving himself vulnerable to attack. Even if his enemy has already attacked for the round, said enemy will be enabled to do so again, due to the Magic-user’s attention being upon casting a spell instead of properly defending himself. Any being within 10’ of the Magic-user, so long as that being isn’t otherwise engaged or involved in melee with someone else, will be able to attempt to interrupt the caster, even if they have already attacked and moved for the round. If an enemy hasn’t taken his initiative yet, he will be able to attack the caster if his movement rate allows him to reach the Magic-user. Of course, everything written here concerning Player Characters, holds true for any NPC or Monster, under the GM’s control.
5. Held Initiative: Initiative may be held, the holder waiting until the end of the round to take an action. If desired, this may be carried over to the next round, and the action taken when the holder desires. Once the action has been taken, the holder will once again roll initiative as normal, at the beginning of the next round.
6. End of the Round: If Combat is to continue, roll Initiative.