Atlictoatl wrote:
I'm not entirely understanding either quite how initiative/movement/attack works, or the tactical positioning on the field. Is there a way for Tev to position himself so that his colleagues can shoot the spider when we open the doors, and when it comes back to close the doors, he'd both be within range and has the action to attack it with his sword?
So, Dark Dungeons really doesn't go into order of actions very much. It does say the following, on page 132:
Once everyone has announced their actions for the round, everyone rolls for initiative, in order to see who manages to complete their actions first.
That implies to me that initiative literally determines who gets to act before anyone else. But outside of that, it really doesn't discuss much beyond the order in which things occur. However, the rules also seem to imply that characters really can't break up their actions. In other words, most characters can move and attack in a round. I interpret the rule as saying that once a character moves, for instance, even if she doesn't move the entire distance she is able to, she cannot move again after an attack. Likewise, a character cannot attack, move and then attack.
I'm still getting used to this. B/X handles it differently, in that it breaks actions into phases (movement, missile, etc.) and everyone doing one of those things does it in their phase, using order of initiative to resolve it, although the implication there is -- IMO -- that everything essentially happens at once during a round. The initiative order and phases is simply there to make resolution easier, and does imply that everyone moves, then casts spells, then fires missiles, then engages in melee. Does that make sense?
I find that I actually prefer the B/X interpretation of initiative.