Each side rolls d6 for initiative, higher is better.
Each round, we go through the following steps:
1. Morale checks (for monsters & NPCs).
2. Declaration of intent, in reverse initiative order (so the faster side can react to the actions of the slower).
3. Action phases; all sides complete each phase in initiative order, Referee adjudicates sequence of actions as needed:
A) Missiles, Movement & Miscellaneous actions
- Stationary characters with ranged weapons at-the-ready can fire twice (or fire once and reload crossbow)
- Non-stationary characters with ranged weapons at-the-ready can fire once, with a -2 (elves ignore this penalty)
- Ducking in-and-out of cover counts as movement
- Firing into melee is allowed, attack rolls that miss their mark are checked against the nearest friendly participant of the melee
- Spell-casting starts in this phase; caster must remain stationary
- All in melee range (10’) can attack or be attacked; performance is determined with a single attack roll (against 1 (or less) HD enemies, fighters and monsters can opt to do multiple attacks [a number, equal to their HD])
- Sequence of attacks is determined by logic (e.g. longer weapons strike first on the first round, but last on subsequent rounds) or initiative
- Grappling/overbearing: each participant rolls their HD, higher wins; grappled character is immobile until held, or even knocked/choked unconscious (save against Paralysis applies)
- Spells begun in phase (A) go off
- If the caster took damage in the previous phases, they must save against Spells/Magic or the spell is interrupted and lost
|Referee trying to adjudicate phased combat, by Francisco Goya|
I'm too lazy to write up an example of play, but maaaybe in the future.