Encounter Sequence (OSE SRD)
Overview
This sequence is the contact-resolution layer before recurring combat rounds. It determines who can act immediately, how far apart sides begin, and whether parley, pursuit, missile fire, or withdrawal is viable.
Encounter Sequence
- Surprise: referee rolls for surprise, if applicable.
- Encounter distance: referee determines distance between monsters and PCs.
- Initiative: sides that are not surprised roll to act first.
- Actions: non-surprised sides choose and resolve responses.
- Conclusion: one turn has passed.
Why It Matters
- Surprise status gates action eligibility at first contact.
- Distance results set the initial tactical menu.
- A full turn passes during encounter handling, so light, duration, and wandering cadence continue.
Coverage
- Fully covered from source: five-step encounter loop (surprise, distance, initiative eligibility, actions, turn conclusion).
- Fully covered from source: initiative is limited to non-surprised sides.
- Fully covered from source: exactly one turn elapses when the sequence concludes.
Use At The Table
- Run this sequence at first contact before entering repeated combat rounds.
- Surprise status gates initiative and immediate action eligibility.
- Distance results constrain viable first actions (parley, missile fire, charge, withdrawal).
See Also
- Reaction and Morale Procedures - First-contact disposition and commitment handling beyond the OSE baseline
- Combat Sequence Per Round (OSE SRD)
- Wilderness Adventuring (OSE SRD)