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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

  1. Surprise: referee rolls for surprise, if applicable.
  2. Encounter distance: referee determines distance between monsters and PCs.
  3. Initiative: sides that are not surprised roll to act first.
  4. Actions: non-surprised sides choose and resolve responses.
  5. 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