Taking turns

Round outside of battle is commonly determined either by DM or by players's agreement.

Most turns start by the DM setting the scene and describing the environment, actions of world and things that happen to the party. This is usually followed by players stating their intentions or actions. The DM then adjudicates those actions, describing the consequences and updating the state of the world before passing the focus to the next player.

Combat can be triggered at any moment by a player's action or a narrative shift determined by the DM. When this occurs, the flow of play is immediately interrupted. This effectively locks the current scene into "combat mode", resetting the flow to a structured sequence where all participants act according to their initiative results until the conflict is resolved.

Once combat begins, the turn order is established by rolling an Initiative check. Characters act in descending order of their initiative score. Once every character has taken their turn, the current Round ends, and a new one begins, maintaining the same turn order unless specified otherwise by game effects.

Player's turn

Every character possesses a specific number of Action Points (AP) at the start of their turn. The total amount of AP is determined by the character's Level and Class. Action points are refreshed at the beginning of each turn right after applying effects. A player performs their actions one by one. Once a player has spent their available AP or chooses to "Pass", their turn officially ends.

Turn action order

Each action has a fixed order of phases. The process begins when a player declares their intent; if the action requires an attack roll, it is resolved immediately. Following this, other characters may utilize their allotted Reactions. Each character has a specific limit of reactions per turn, which can be spent to cast defensive spells, counterattack, or attempt to dodge.

Once reactions are resolved, the target of the action makes any required saving throws. Based on these results, the final damage and status effects are applied to conclude the action.

Attributes

Each of a creature's attributes has a score, a number that defines the magnitude of that attributr. An attribute is not just a measure of innate capabilities, but also encompasses a creature's training and competence in activities related to that attribute.

A score of 10 or 11 is the normal human average, but adventurers and many monsters are a cut above average in most attributes. A score of 18 is the highest that a person usually reaches. Adventurers can have attributes as high as 20, and monsters and divine beings can have attributes as high as 30 or beyond.

Each attribute generates a modifier, which is used to adjust rolls. To calculate this, subtract 10 from the attribute score, divide the result by 2, and round down: Modifier = floor((Score - 10) / 2).

Whenever you make an attribute check, an attack roll, or a saving throw, you roll a twenty-sided die (d20) and add the relevant attribute modifier. This sum is compared against a enemy to determine the success of your action.

Attribute
Modifier
1-52 - 3-44 - 5-36 - 7-28 - 9-110 - 11+012 - 13+114 - 15+216 - 17+318 - 19+4