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Combat Sequence Per Round (OSE SRD)

Overview

OSE combat is side-initiative and phase-ordered. The important procedural consequence is that declaration and morale occur before attack resolution, which can change whether fights happen at all.

Combat Round Sequence

  1. Declare spells and melee movement.
  2. Roll initiative: each side rolls 1d6.
  3. Winning side acts in this order:
  4. Monster morale
  5. Movement
  6. Missile attacks
  7. Spell casting
  8. Melee attacks
  9. Other side(s) act in initiative order.

Round Phases (Quick Table)

Phase Purpose
Declaration Commit spellcasting and melee movement before knowing final outcomes
Initiative (1d6/side) Determines which side resolves first
Morale Allows break/surrender before further losses
Movement Repositions lines, sets missile and melee viability
Missile Resolves ranged attacks before melee
Spell casting Resolves surviving declared spells
Melee Final close-quarters exchanges

Coverage

  • Fully covered from source: declaration step, 1d6 side initiative, winner-side phase order, and follow-up side action order.
  • Fully covered from source: no extra exception procedures are specified in this clipped reference.
  • Compression choice in this article: attack-resolution notes are included as practical adjuncts for table use.

Attack Resolution (Ascending AC)

  1. Roll 1d20.
  2. Apply modifiers: STR for melee; DEX, range, and cover for missile attacks.
  3. Add the attacker's attack bonus to the roll. The total is the AAC value the attack hits.
  4. If the result equals or exceeds the target's AAC, the attack hits. Roll damage.

Use At The Table

  • Treat this as the per-round action stack once an encounter has entered combat.
  • Keep declarations visible before initiative to preserve commitment on spell and melee movement choices.
  • Run morale at the top of a side's action to allow retreats or surrender before attack resolution.

See Also

Sources

  • https://oldschoolessentials.necroticgnome.com/srd/index.php/Combat