OOC:
Looks like your side has won the initiative!
What this means is that you go first, in each phase of combat, before the other side does. I'm using this system:
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Check for Surprise.
Roll Initiative.
Prepared (memorized) Spells.
Declare (memorized or known) Spells.
Movement and Missile 1.
Melee and Declared/Prepared 2 Spells and Missile 2 (for ROF 3)
Missile 2 (for ROF 2) and 3 (for ROF 3)
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Surprised characters have a 1 in 4 chance to drop objects in hands. Even if surprised, Monks and Rangers do not drop items.
Moreover, Fighters have the additional benefit over other classes:
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Fighter. Whenever there is damage left over after reducing a target to 0 hp, the Fighter may automatically apply this remainder to nearby targets in range (as long as the initial attack roll hits that additional or any other character’s AC, as well).
And, incidentally, Astrid is an NPC, so she may not qualify, but Paladin PCs have this additional benefit:
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Paladin. Paladins with Cha of 13+ add +1 to damage vs Chaotic and "evil" creatures. Paladins can Turn Undead as a Cleric one level lower than their actual, current Paladin level.
There is no need to declare actions (unlike in VsD) except for what you're doing in each phase of the round. But, for expediency's sake, we might as well express our intentions before each round as a general overview. I've already indicated that my NPCs are going for their weapons and the witch seems to be chanting a spell of some kind.
Generally, drawing/changing a weapon should occur in the Movement phase. If you start doubling and tripling movements, we can make an in-moment ruling, which usually is a -1/-2 to any relevant rolls for what I call Combining Actions.
And, if you are going to strike the man on the ground, I will give you +1 to hit that target.
And, if your bearded ax is a two-handed weapon, it delivers +1 damage on a successful hit.