Combat occurs when turns must be taken, but does not necessarily entail actual combat. INITIATIVE When combat starts, every character rolls 1d20 + Initiative to get their Initiative score. A higher score means you go sooner. Ties are to be broken with Agility. If an Initiative score is greater than 20, the character's initiative is reduced by 20 at the end of their turn, meaning they will get to go again in the same round once it reaches that new number. If an Initiative score is less than 0, the character does not get to go that round, and at the end of the round, 20 is added to their Initiative score. TURNS AND ACTIONS When your turn comes around, you are allowed to do as many Actions as you have the Action Points (AP) for. This is the primary time for a character to take Actions, but there are also ways to take Actions outside of a character's turn with certain skills. Likewise, don't expect that enemies and allies won't do Actions on your turn. In some cases, enemies and allies can react to your actions, and even respond to them with ease under certain conditions. Action Points refresh on a character's turn. If a character begins combat with the Surprised status, they will not have any AP until their turn.