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Running Combat (GM)

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This is just a tutorial to get you through the basics of combat.  For more information on the nuances and details of combat with d20pro, see the Combat section and sub-pages under Judging a Game.


Set Active states

  1. Select all creatures that will be in combat
  2. Press the I key (as in Initiative) to make them active in initiative
  3. You can see all active creatures in the Roster by clicking on the Active roster button

Start Combat mode

  1. Click the Explore/Combat mode icon in the mini toolbar at the top of the screen (green compass)
  2. When in combat, the icon will look like a pair of red crossed swords

Verify & Confirm Initiative

  1. Initiative rolls can be edited by clicking on them
  2. When happy, click the green check mark icon
(see also: Initiative)

Turn Order

Combat Icons

  • Combat icons will appear at the top center of the screen when in combat mode.  
  • They are, from left to right:  End turn, Ready, Delay, and Charge
  • Icons are grey if they are inactive (not your turn).  GM's icons are always active
  • Charge applies a +2 to hit and -2 AC modifier for 1 round

Adjusting Turn Order

  • End Turn moves combat to the next creature.  Spacebar is a handy shortcut.
  • Adding more creatures to initiative (the i key) automatically rolls initiative for the creature and places them in the correct order.
  • To make a creature Go Now, press the G key or select from the right-click menu (alter > initiative > Go Now)


Select Attack(s)

  1. Select the creature and press the A key (or right-click > Attack)
  2. The creature's programmed attacks will appear and may be on multiple pages (see pictures below)
  3. Select an entire attack set by clicking on the name of the attack
  4. Select individual attacks by clicking on the individual bonuses
  5. Add any relevant Attack Adjustments (like hit, damage, flanking, sneak attack) - note that these persist between attacks
  6. Click the green Check Mark icon
  7. TIP:  To repeat the last attack (with adjustments) press the Q key
Apply Attacks
  1. Your will gain a targeting circle that follows your cursor and the current attack is at the top of the screen
  2. Click to apply an attack.  The GM will get a confirmation request (see below) so be patient
  3. Continue applying each attack.  If you need to cancel, press the ESC key

Confirm Attack (GM)

  1. Individual attack confirmations are queued via tabs at the top of the confirmation window
  2. The confirmation window will report hits in red and misses in grey. Confirmation rolls are a convenience and are used for critical hits or re-rolls if needed
  3. The GM can modify attack adjustments or AC type before confirming
  4. Confirm with the icons at the bottom:  Miss, Hit, Critical Threat and Critical Hit.  GMs can select these regardless of the actual die roll - this lets them fudge.  

Apply Damage (GM)

  1. Review damage and edit if necessary
  2. Click the damage number to edit
  3. Click the damage entry itself (the grey rectangle) to cancel the damage completely
  4. Click the Green Check icon to apply damage


(See also: Attacks)



  1. Click & drag a creature you control to move it.  Let go to confirm.
  2. You can "chain" movements to move around corners and obstacles (repeat the drag & drop).
  3. All movement during a turn is tracked via movement trails for convenience

Health & Dying

  • GMs can hurt/heal units at will.  Select units, then press the D key to damage or H key to hurt.
  • Set the amount and press ENTER
  • Units can be healed out of death state
  • Delete a unit by selecting it and pressing the DEL key

DM tricks

  • Reinforcements:  Need more creatures?  Either drag & drop more from the library or Clone creatures on the map with the C key, then quickly make it invisible
  • Visibility:  toggle visibility states with the V key

(See also:  Managing Creatures)