Encounters

Pathfinder Core Rulebook (Second Edition), page 493

Encounter mode is the most structured mode of play, and you’ll mostly be following the rules presented in Chapter 9 to run this mode. Because you usually call for initiative during exploration before transitioning into an encounter, guidelines for initiative order appear on page 498 in the discussion of exploration mode. Rules for building combat encounters appear on page 488.

Stakes: Moderate to high. Encounters always have significant stakes, and they are played in a step-by-step time frame to reflect that.

Time Scale: Encounter mode is highly structured and proceeds in combat rounds for combat encounters, while other sorts of encounters can have rounds of any length. In combat, 1 minute consists of 10 rounds, where each combat round is 6 seconds long, but you might decide a verbal confrontation proceeds in minute-long or longer rounds to give each speaker enough time to make a solid point.

Actions and Reactions: In combat encounters, each participant’s turn is broken into discrete actions, and participants can use reactions when their triggers occur. Reactions can occur in social situations, though their triggers are usually more descriptive and less tactical.

In this section

  • Choosing Adversaries’ Actions Players often coordinate and plan to be as efficient as possible, but their adversaries might not. As the GM, you’re roleplaying these foes, and you decide their tactics.
  • Bypassed Encounters What happens if you’ve planned a fight or challenge and the PCs find a way to avoid it entirely? This could leave them behind in XP or cause them to miss important information or treasure.
  • Ending Encounters A combat encounter typically ends when all the creatures on one side are killed or knocked unconscious. Once this happens, you can stop acting in initiative order.
  • Social Encounters Most conversations play best as free-form roleplaying, with maybe one or two checks for social skills involved.