Modes of Play: Encounter

Tuesday, October 17, 2023

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

Merisiel and Ezren fighting a troll on a stormy night

Illustration by Brian Valeza

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:

  1. 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.
  2. 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.
  3. 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.
  4. 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).

Three Action Symbol

  1. 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.
  2. 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.
  3. 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!

Pre-order the remastered Pathfinder Player Core and Pathfinder GM Core today, or ask your FLGS about our hobby retailer exclusive Sketch Covers!

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Tags: Pathfinder Pathfinder Remaster Pathfinder Roleplaying Game Pathfinder Second Edition
Grand Lodge

Nothing too flashy here, but good stuff! I am curious if "actions" will be exclusive to 1-action things you do and "activities" to 2- or 3-action things you do. Regardless, I am looking forward to the release!


Anyone here want to interrogate the text for any slight wording changes and/or what they night imply about broader updates to the core chassis?

On that note, I wonder if there have been any other minor clarifications unmentioned with regard to things like when and how to judge the call for initiative for example especially in the case of one or both parties entirely using avoid notice before encounter mode begins.

Radiant Oath

Pathfinder Maps, Pathfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Thewms wrote:
Nothing too flashy here, but good stuff! I am curious if "actions" will be exclusive to 1-action things you do and "activities" to 2- or 3-action things you do. Regardless, I am looking forward to the release!

I think the term “activity” is just to cover things that don’t involve physically acting, like Recall Knowledge or Sustain a Spell. But maybe there’s a hidden, deeper meaning in the term.


I see that the two definitions of round have remained. One being relative to each character, and the other being the whole side.

Radiant Oath

Pathfinder Maps, Pathfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

I wish Stride were defined as using 1-3 actions. My desire is mostly cosmetic, but so many times I see players moving diagonally and they reach the end of their movement with 5 feet left but the next diagonal is the 10 foot correction. So they instead move vertically or horizontally to avoid wasting that 5 feet. Then they Stride again and essentially use the next 5 feet of movement to complete the diagonal they really wanted to make in the first place.

There’s a similar issue with moving through difficult terrain. With the standard 25 feet of movement, you end up wasting 5 feet of movement with every Stride action.

Just let them make a 2-action stride and get 50 feet of movement.

Grand Archive

LiaElf76 wrote:
Just let them make a 2-action stride and get 50 feet of movement.

That is already a thing. GMG Page 14, "Splitting and Combining Movement".


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Pathfinder Lost Omens, Rulebook Subscriber

Oh that art is really cool.


I'm not sure if this was intended, but the post makes it sound as though you can run encounters with rounds measured in units other than six-second intervals. I hope I'm not reading too much into that because that is a really cool idea, and could lend itself to lots of subsystems real easily.

Dark Archive

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Perpdepog wrote:
I'm not sure if this was intended, but the post makes it sound as though you can run encounters with rounds measured in units other than six-second intervals. I hope I'm not reading too much into that because that is a really cool idea, and could lend itself to lots of subsystems real easily.

This is correct. Things like chases, certain forms of extended research, and even diplomatic events can all be run in Encounter Mode. But you're not liable to get a ton of research done in 6 seconds, so you can have something like that which functions as an encounter and plays in Encounter Mode but take place on a different time scale.

Dark Archive

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Thewms wrote:
Nothing too flashy here, but good stuff! I am curious if "actions" will be exclusive to 1-action things you do and "activities" to 2- or 3-action things you do. Regardless, I am looking forward to the release!

This is how the terms Action and Activity are defined. If it takes one Action, it's an Action. If it takes 2+ Actions, it's an Activity. (or maybe a Downtime Activity or Exploration Activity if it takes a LOT of Actions).

Verdant Wheel

Hmm...

I wonder if Subsystems using the expanded Rounds nomenclature will hereafter include Action Symbols for different Actions and Activities synched with their round durations?

This would probably call for new Traits such as [Influence] or [Research] to be extra clear that these Activites cannot be used in Combat Encounters.

Frankly, I am now wondering if Skill Feats got cleaned up a little to provide more guidance on how to use them during different (non-Combat) Encounters?

Interesting!

Liberty's Edge

So, still using Action for both what we spend to act and for things with the smallest duration.

It does not help with clarity, but maybe it was needed to keep non-Remastered books working.


Pathfinder LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

Hm. It's not like we have a pocket full of these things called "actions" and when we want to do something we pull one out and give it to the GM. The rules on actions seem pretty straightforward and clear to me.


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Ectar wrote:
Thewms wrote:
Nothing too flashy here, but good stuff! I am curious if "actions" will be exclusive to 1-action things you do and "activities" to 2- or 3-action things you do. Regardless, I am looking forward to the release!
This is how the terms Action and Activity are defined. If it takes one Action, it's an Action. If it takes 2+ Actions, it's an Activity. (or maybe a Downtime Activity or Exploration Activity if it takes a LOT of Actions).

Unless you are casting a spell.

Cast a Spell wrote:
Casting a Spell is a special activity that takes a variable number of actions depending on the spell

So casting Shield or Boost Eidolon is a 1-action activity.

Also, Flurry of Blows and Twin Takedown are usually also considered 1-action activities because they cost one action and have subordinate actions.

Liberty's Edge

Ed Reppert wrote:
Hm. It's not like we have a pocket full of these things called "actions" and when we want to do something we pull one out and give it to the GM. The rules on actions seem pretty straightforward and clear to me.

There are several unresolved threads in the Rules forum that would need disambiguation for what Action means.


I am not too happy with "roll initiative". A battle is about to begin, excitement rises - and the game grinds to a halt, for rolling dice and bookkeeping, excitement cools down. Yes, there are workarounds, but an approach that is faster or more interesting by default would be welcome. Even if it's just mentioned in a sidebar.


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SheepishEidolon wrote:
the game grinds to a halt, for rolling dice and bookkeeping

I honestly can think of no viable workaround to play PF2 without rolling dice and bookkeeping.


SheepishEidolon wrote:
I am not too happy with "roll initiative". A battle is about to begin, excitement rises - and the game grinds to a halt, for rolling dice and bookkeeping, excitement cools down. Yes, there are workarounds, but an approach that is faster or more interesting by default would be welcome. Even if it's just mentioned in a sidebar.

A simple rule to remove the initiative dice rolls without affecting balance much would be the following:

-Instead of rolling a d20, just add 10 to each character's initiative modifier. Ideally players note that "static" initiative somewhere for quick reference.
-Add 3 if a fortune effect applies.
-Subtract 3 if a misfortune effect applies.


Yeah, static initiative is an option. The +10 doesn't change the order, but given that you do the math only on few ocassions, it doesn't matter much.

breithauptclan wrote:
I honestly can think of no viable workaround to play PF2 without rolling dice and bookkeeping.

I did some research lately:

Static initiative (as above).
Draw cards - either generic or custom with (N)SC images.
Alternate between all SC and all NSC.
Alternate between single SC and single NSC.
Let the current creature decide who's next (popcorn initiative).
Let them decide who's next but it must be a creature of the other side.

These options change balance and feeling somewhat, of course. It can be partially compensated: Give creatures with high initiative a second card (they act on the first drawn) or do one roll per side to determine who's first etc..


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Pathfinder Roleplaying Game Superscriber
SheepishEidolon wrote:
A battle is about to begin, excitement rises - and the game grinds to a halt, for rolling dice and bookkeeping, excitement cools down.

I simply do not grok this. How many people are in the party? Does the GM roll for every creature individually? I have four players in my party who roll physical dice and I use Combat Manager to manage the combat. The app rolls for all of the creatures individually and then I ask the players what they got, plug in their numbers, sort the results and we're off in about twenty seconds.


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Fumarole wrote:
SheepishEidolon wrote:
A battle is about to begin, excitement rises - and the game grinds to a halt, for rolling dice and bookkeeping, excitement cools down.
I simply do not grok this. How many people are in the party? Does the GM roll for every creature individually? I have four players in my party who roll physical dice and I use Combat Manager to manage the combat. The app rolls for all of the creatures individually and then I ask the players what they got, plug in their numbers, sort the results and we're off in about twenty seconds.

I do it manually for all creatures and players roll theirs. Doesn't take much more than your 20 seconds even that way.


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SheepishEidolon wrote:
These options change balance and feeling somewhat, of course.

Yes, they do. Sometimes quite drastically. Either that or you are summarizing them too much to be accurate.

Replacing the dice with cards wouldn't be losing too much. But I don't see how it is gaining much either. Rolling dice takes about the same amount of time as drawing cards.

Popcorn initiative sounds like a terrible idea. What prevents some creatures from simply not being given a turn solely on the whims of the other players? 'Nope. We don't like you and/or your character. You just don't get a turn.'

And if that doesn't happen, then it feels like you are replacing the dice rolling and the minor bookkeeping of writing down an order, with no dice rolling but a lot more bookkeeping of having to keep track of which characters have gone this round and which haven't. As a side effect, this will also throw off the calculations and value of effects that last for one round. Which is something that I am used to simply accepting when playing with the block initiative organization that is popular in play-by-post.

Liberty's Edge

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Sy Kerraduess wrote:
SheepishEidolon wrote:
I am not too happy with "roll initiative". A battle is about to begin, excitement rises - and the game grinds to a halt, for rolling dice and bookkeeping, excitement cools down. Yes, there are workarounds, but an approach that is faster or more interesting by default would be welcome. Even if it's just mentioned in a sidebar.

A simple rule to remove the initiative dice rolls without affecting balance much would be the following:

-Instead of rolling a d20, just add 10 to each character's initiative modifier. Ideally players note that "static" initiative somewhere for quick reference.
-Add 3 if a fortune effect applies.
-Subtract 3 if a misfortune effect applies.

TBH I feel static initiative would make the beginning of encounters pretty much always the same and thus boring. I could be wrong though.


breithauptclan wrote:
SheepishEidolon wrote:
These options change balance and feeling somewhat, of course.

Yes, they do. Sometimes quite drastically. Either that or you are summarizing them too much to be accurate.

Replacing the dice with cards wouldn't be losing too much. But I don't see how it is gaining much either. Rolling dice takes about the same amount of time as drawing cards.

Popcorn initiative sounds like a terrible idea. What prevents some creatures from simply not being given a turn solely on the whims of the other players? 'Nope. We don't like you and/or your character. You just don't get a turn.'

And if that doesn't happen, then it feels like you are replacing the dice rolling and the minor bookkeeping of writing down an order, with no dice rolling but a lot more bookkeeping of having to keep track of which characters have gone this round and which haven't. As a side effect, this will also throw off the calculations and value of effects that last for one round. Which is something that I am used to simply accepting when playing with the block initiative organization that is popular in play-by-post.

Popcorn initiative still means everyone have to get a turn before the round is over. If it didn't the problem would be less the risk of targeted favoritism and more that there wouldn't be any reason to ever give the enemies a turn.

It's not my personal cup of tea through, I prefer the directness of rolling for initiative.

In regards to other possible systems of initiative, I also like how pathfinder uses the ability to shift your spot in the order when you go down to ensure everyone get's a chance to help you AND that if they do you get another turn before the foe that downed you. That way people don't get stuck in a loop of getting knocked unconsious and healed without getting to do anything as easily


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SheepishEidolon wrote:
I am not too happy with "roll initiative". A battle is about to begin, excitement rises - and the game grinds to a halt, for rolling dice and bookkeeping, excitement cools down. Yes, there are workarounds, but an approach that is faster or more interesting by default would be welcome. Even if it's just mentioned in a sidebar.

Why not just have each character roll a series of D20's for initiative at the start of the game: then all they have to do is cross one off each round. this doesn't seem any more complex than what you suggested and doesn't alter balance.


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Pathfinder LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber
vegetalss4 wrote:

…I prefer the directness of rolling for initiative.

This^


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vegetalss4 wrote:
Popcorn initiative still means everyone have to get a turn before the round is over.

Cool. So less dice rolling, but more bookkeeping.

Which, again to be fair, is basically equivalent to how non-combat encounter mode is done for Victory Point skill challenges like chase scenes and social encounters.

Now that initiative is handled, we can move on to making attacks, deducting HP, casting spells, and causing status effects with no dice rolls and bookkeeping.

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