Running Your First D&D Combat: A Step-by-Step Walkthrough
A simple guide for new DMs on how to run D&D 5e combat. Learn about initiative, turns, actions, and how to resolve attacks in your first game.
Step 1: Setting the Scene
Before any dice are rolled, paint a picture for your players. Use the "read-aloud" text from the Encounter Generator or your own description. Where is the combat happening? What does it look, sound, and smell like? This is your chance to build tension and get the players invested.
Step 2: Roll for Initiative!
This is how you determine the turn order. Everyone involved in the fight—both players and monsters—rolls a d20 and adds their Dexterity modifier. The result is their **initiative score**.
List everyone from highest score to lowest. This is the order they will take their turns in for the entire combat. Our Combat Tracker automates this for you!
Step 3: The Combat Round
Combat progresses in rounds. During a round, every combatant gets to take one turn. Once everyone has had a turn, the round ends, and a new one begins, starting again with the character who has the highest initiative.
A round represents about 6 seconds of in-game time. Keep this in mind to maintain a sense of urgency.
Step 4: A Player's Turn
On their turn, a character can do three main things:
- Take an Action: This is the main thing you do. Common actions include Attack, Cast a Spell, Dash, or Dodge.
- Move: You can move up to your character's speed at any point during your turn, even breaking it up before and after your action.
- Take a Bonus Action: Some class features or spells grant a special, quicker action you can take. If you don't have one, you don't get one!
Step 5: Resolving an Attack
This is a two-step process:
- Attack Roll: The attacker rolls a d20 and adds their relevant ability modifier and proficiency bonus. If the total equals or exceeds the target's Armor Class (AC), the attack hits!
- Damage Roll: If the attack hits, the attacker rolls the damage dice for their weapon or spell and subtracts the total from the target's Hit Points (HP).
Step 6: The DM's Turn
When it's a monster's turn, you do the same thing as the players! Choose their action, move them, and make attack rolls. A key part of being a DM is deciding *who* the monsters attack. Do they go for the biggest threat, the closest person, or the most injured-looking hero?
The best way to learn is by doing. Use the Encounter Generator to create a scenario and the Combat Tracker to manage initiative, HP, and turn order seamlessly.
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