Combat Mechanics Flashcards

1
Q
A
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2
Q

What are the steps of a combat round in D&D?

A
  1. Determine Surprise, 2. Roll Initiative, 3. Take Turns (Move, Action, Bonus Action, Reaction), 4. End of Turn Effects, 5. Repeat Until Combat Ends.
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3
Q

How is initiative determined?

A

Each combatant rolls a d20 and adds their Dexterity modifier. The DM resolves ties based on highest Dex or another method.

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4
Q

What are the main types of actions a creature can take?

A

Attack, Cast a Spell, Dash, Disengage, Dodge, Help, Hide, Ready, Search, Use an Object.

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5
Q

How does the Attack action work?

A

Roll a d20 + proficiency bonus + relevant ability modifier vs. target’s AC. A hit deals damage; a natural 20 is a critical hit.

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6
Q

What is a critical hit?

A

Rolling a natural 20 on an attack roll doubles the damage dice before adding modifiers.

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7
Q

What are the main types of attacks?

A

Melee Attack, Ranged Attack, Spell Attack, Unarmed Strike, Grapple, Shove.

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8
Q

What is the range for melee and ranged attacks?

A

Melee: Typically 5 feet. Ranged: Based on weapon; has normal and long range (disadvantage at long range).

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9
Q

What happens when you attack a prone creature?

A

Melee attacks have advantage; ranged attacks have disadvantage.

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10
Q

How does the Ready action work?

A

You prepare an action with a trigger (e.g., ‘I attack if the goblin moves’). You use your reaction when the trigger happens.

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11
Q

What is the difference between half cover and three-quarters cover?

A

Half cover gives +2 to AC and Dexterity saves. Three-quarters cover gives +5.

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12
Q

How do reactions work in combat?

A

A reaction is a special response to a trigger, such as an Opportunity Attack or a Counterspell.

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13
Q

What causes an Opportunity Attack?

A

Leaving a creature’s melee reach without using the Disengage action provokes an Opportunity Attack.

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14
Q

How does two-weapon fighting work?

A

If wielding two light weapons, you can attack with the second weapon as a bonus action but don’t add your ability modifier to its damage.

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15
Q

What is the difference between a saving throw and an ability check?

A

A saving throw resists harmful effects (like spells or traps); an ability check determines success in skill-based tasks.

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16
Q

What is concentration in spellcasting?

A

If a spell requires concentration, taking damage forces a Constitution save (DC 10 or half damage, whichever is higher).

17
Q

What happens when a creature drops to 0 HP?

A

It falls unconscious and makes Death Saving Throws. Three successes = stable. Three failures = dead.

18
Q

How does stabilizing a dying creature work?

A

A Medicine check (DC 10) or healing magic can stabilize a creature at 0 HP.

19
Q

What is exhaustion and how does it affect combat?

A

Exhaustion has six levels, causing penalties to ability checks, speed, attacks, and eventually leading to death.

20
Q

How does movement work in combat?

A

You can move up to your speed on your turn, splitting movement between actions (e.g., move 10 feet, attack, move 20 feet).

21
Q

What are the conditions that can affect combat?

A

Blinded, Charmed, Deafened, Frightened, Grappled, Incapacitated, Invisible, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned, Unconscious.

22
Q

How does grappling work?

A

Use an Attack action to attempt a grapple (Strength [Athletics] vs. target’s Strength [Athletics] or Dexterity [Acrobatics]). A grappled creature’s speed is 0.

23
Q

What is the Shove action?

A

You use an Attack action to push a creature 5 feet or knock it prone (contested Strength [Athletics] check).

24
Q

How does hiding work in combat?

A

You use the Hide action and make a Dexterity (Stealth) check vs. an enemy’s passive Perception. Hidden creatures have advantage on attacks.

25
Q

What happens when a creature is surprised?

A

Surprised creatures can’t move or act on their first turn and can’t take reactions until their turn ends.