Overview
Strife in RPGstuck is broken up into rounds. Each round is 6 seconds of time. Rounds are broken up into turns, and each combatant typically has one turn per round, only acting on their turn. All turns “happen” in the same six-second round, but turn sequences exist as a necessary mechanic to adjudicate the chaos of battle into something playable.
Turns go in initiative order; at the start of a strife, all combatants make an initiative roll. This is typically 1d20+DEX, but a few abilities and effects can modify this. Turns play out from highest initiative, descending down. If there is a tie, compare the Dexterity stats of the tied creatures. If they’re still tied, flip a coin.
If some combatants aren’t aware of each other, the first round is a surprise round for those creatures; they don’t take turns in this round. Surprise rounds typically occur when one side is hidden, obfuscated, or otherwise unknown to the other such that they can ambush them. Then everything plays out as normal thereafter.
