When every individual action counts, you enter the encounter mode of play. In this mode, time is divided into rounds, each of which is 6 seconds of time in the game world. Every round, each participant takes a turn in an established order. During your turn, you can use actions, and depending on the details of the encounter, you might have the opportunity to use reactions and free actions on your own turn and on others’ turns. — Player Core
Of Pathfinder’s three modes of play, encounter mode is the most highly structured and often used for combat or other stressful situations. Basic encounter rules assume that they are being used in combat, but for social scenarios or other situations, you might adjust the basic structure to use longer rounds or different actions.
Encounter mode follows this basic structure:
- Roll initiative. When the GM calls for an initiative roll, make a roll to determine your place in the initiative order—the sequence in which all participants take their turns. Usually, this roll is Perception, but in some cases your GM might call for Stealth, Diplomacy, or other skills for initiative.
- Play a round. Beginning with the highest initiative roll, all participants take a turn in order. Certain free actions and reactions might also let a character act outside of their turn.
- Begin the next round. Once each participant has taken a turn, the round is over and the next begins, proceeding in the same order. Repeat this cycle until the encounter ends.
- End the encounter. Encounters can end when the foe is defeated, a truce is reached, or some other event ends combat. At this point, the initiative order is dropped and participants can act in a more free-form manner. GMs will often award Experience Points or treasure to the party for successfully overcoming the encounter.
Turn Structure
When your turn comes around in the initiative order, you have three actions to use. These can be spent on single actions, or you might spend two or three actions at once for short activities. You also have a reaction, which you can use when a given trigger occurs (even if it’s not your turn), and free actions (which cost no actions to use).
- Start your turn. Some things happen automatically at the start of your turn, such as reducing the number of turns remaining on an effect or making recovery checks. Do these “at the start of your turn” tasks in any order, then regain your 3 actions and 1 reaction.
- You can use actions in any order, but you must complete one action or activity before beginning another. Once you have spent all three actions, your turn is over—or you can choose to end your turn early and lose your remaining actions. You cannot split a two- or three-action activity between turns.
- End your turn. After your actions are completed, you can take the “end of your turn” steps in any order you choose. These steps could include ending spells that you chose not to sustain, taking persistent damage, and attempting saving throws for existing conditions.
Some combat encounters in unusual settings might require additional rules—Pathfinder Player Core also includes guidance for aerial combat, mounted combat, aquatic combat, and more.
Outside of encounter mode, a GM might transition the party into exploration mode or downtime—which we’re excited to cover in blogs to come!
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Modes of Play: Encounter
Tuesday, October 17, 2023