Elric/Glorantha Turn Sequence

by Simon Hibbs

This is a recap of the turn sequence, incorporating additions for RQ style spell casting.


Combat Initiative

Each combat round consists of the following four stages.

  1. Statements.
  2. Divine magic & Spirit Combat.
  3. Melee, Sorcery & Spirit Magic.
  4. Book Keeping.

1. Statements

The GM summarizes the situation from the last round, perhaps stating what the actions of the opposition appear to be. Each player states what actions the characters under her control will be that round. Make sure the GM knows roughly what you intend to do.

2. Divine Magic & Spirit Combat

Resolve these first, before other types of magic use or combat. Hero powers and divineinterventions generally happen in this phase too. Within this phase, characters act in descending order of POW.

3. Melee, Sorcery & Spirit Magic

Melee initiative is based on the character's DEX, while spell initiative is based on the character's INT minus the points of the spell. In general, characters act in descending order of INT or DEX. There are a few exceptions.

Users of Long melee weapons, such as spears, strike characters with medium or short melee weapons first. Spells with a range of Touch count as short range attacks, but ranged spells do not have any standoff capability. If the long weapon user has a lower DEX, she attacks at the beginning of the opponent's DEX rank. It is possible to duck inside the guard of a long weapon user to avoid this, ask the GM or check the rulebook.

Second attacks (e.g. split attacks) are resolved 5 DEX ranks after the first attack.

Characters using missile weapons, that can fire once a round, fire on their DEX rank if the weapon is prepared to fire.

Drawing a weapon, or reloading a missile weapon such as a bow or sling, costs 5 DEX ranks.

Ripostes are resolved on the same DEX rank as the attack being riposted.

4. Book Keeping.

Miscellaneous events happen now, such as :

Special Combat Actions

Split Attacks: Characters with over 100% in a weapon skill may split their skill between two attacks, against the same or different targets. Split the skill evenly, rounding down.

Defensive Actions: The first defensive action (parry or dodge) is rolled against the character's full skill percentage. The second defensive action in the same round is at a -30% penalty. The third is at -60%, the fourth at -90%, and so on.

Ripostes: If a character critically parries an attack, she gets a free attack. The riposte may not be made with the parrying weapon; the attack is rolled immediately.


Copyright ©1996 Simon D. Hibbs. Last updated 2 Sep 96 drd.

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