While it is going to be used most in combat, Turn-Based Action provides a structure that can be used for other dangerous scenarios. Whenever time is a critical factor, the Narrator can turn to Turn-Based Action to let players better engage with the game whether to cross swords, chase after enemies, or get themselves out of a lethal situation before it's too late.
Turn-Based Action can be called when a hostile action is taken, the characters enter a precarious location or situation, or at the start of a competition. Whenever methodical actions are necessary from multiple characters at the same time, this system presents the scene in a way that everyone gets the spotlight.
When shit hits the fan and it's time for a fight, it's important to understand the order of operations for getting the ball rolling. This section discusses the most basic, high level concepts of setting up and running a combat or other turn-based encounter.
In combat, characters and monsters are in constant motion, often using movement and position to gain the upper hand. This section discusses everything you need to know about moving around the battlefield.
Given that Dungeon's & Dragons is a game about imagination, there are nearly limitless ways a player could have a character or monster act on their turn in combat. This section discusses the most common options a player might wish to take.
Sometimes combat between two groups is waged from the back of great beasts of war. This section provides the basic rundown for interacting with and riding mounts, and actions that can be taken while engaged in mounted combat.
In the event of Underwater Combat, this section provides the necessary details for adjudicating the action.
Eventually every conflict in Dungeons & Dragons comes down to drawing blood, be it from a heroic adventurer or one of their scheming foes. This section covers how damage is dealt and the consequences of receiving damage, as well as how to heal an injured character.
Most creatures don't have a death wish and are unlikely to simply stand and fight to the death. Those looking for an unbiased system to adjudicate whether or not an enemy should attempt to flee from the field of battle need look no further.
Heroic though they might be, adventurers can't spend every hour of the day in the thick of exploration, social interaction, and combat. They need rest--time to sleep and eat, tend their wounds, refresh their minds and spirits for spellcasting, and brace themselves for further adventure.