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Combat

Turns

When it's your turn to act, you can use single actions (1 action), short activities (2 actions and 3 actions), reactions …

When it's your turn to act, you can use single actions (Single Action), short activities (Two Actions and Three Actions), reactions (Reaction), and free actions (Free Action). When you're finished, your turn ends and the character next in the initiative order begins their turn. Sometimes it's important to note when during your turn something happens, so a turn is divided into three steps. Tracking Initiative The GM keeps track of the initiative order for an encounter. It's usually okay for the players to know this order since they'll see who goes when and be aware of one another's results. However, the GM might want to conceal information about adversaries the PCs have yet to detect or identify. Once the encounter's order is set, it's usually not necessary to track the original initiative numbers. The GM can create a simple list, use a series of cards or other indicators, or use a Starfinder Combat Pad, which has magnetic markers to allow for easily rearranging the order. Changing The Initiative Order Any method used to track the initiative order needs to be flexible because the order can change. A creature can use the Delay basic action to change its place in the order, in which case you can erase it from the list or pull its marker aside until it reenters the initiative order. When a creature gets knocked out, its initiative order also changes. Using the Ready basic action doesn't change a creature's place in the initiative order, though, because the designated action becomes a reaction.

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