Illustration of a woman swinging a bat at a group of zombies surrounding her.

Action Order

The order in which actions are resolved during a round is fluid. Players and the GM can discuss the situation to determine the most logical order of actions, with the GM making the final decision based on the context. This flexible approach allows players to combine their efforts more easily, avoiding the rigidity of a strict turn-based system.

When disagreements arise over action order, the GM may call for initiative rolls to resolve the conflict. Opposing characters roll their Physical Agility dice, rerolling in the event of a tie. Initiative rolls can be made multiple times during a round if further disputes occur.

If multiple actions directly oppose each other—such as one character attacking while another attempts to flee—the GM should resolve the outcome in a way that reflects both logic and fairness. In such cases, the GM may call for an initiative roll to determine which action occurs first. Importantly, once an action is declared, it cannot be retracted or changed based on the outcome of conflicting rolls.

For example, if an NPC declares an attack and the opposing player declares they are moving away, both actions are locked in. If the player wins initiative, they begin to move before the attack is executed, possibly imposing disadvantage on the NPC’s attack due to timing or positioning. If the NPC wins initiative, the attack happens before the movement begins. Either way, both actions still take place; only the order and outcome are affected by the initiative roll.

This flexible system encourages teamwork and adaptability, allowing players to coordinate their actions seamlessly while maintaining the flow of the game.

Example of Action Order

GM: “Three zombies are closing in fast, and you’re armed with a bat. They’re about 10 feet away. What do you do?”

Player: “I’ll move forward and swing my bat at the closest zombie’s head.”

GM: “That’s one action to move and one to attack. Roll for your swing.”

Player: [rolls] “That’s an 18.”

GM: “Your bat smashes into the zombie’s skull, dropping it instantly. The two remaining zombies are still advancing. One of them is lunging toward you, trying to grab you.”

Player: “I’ll use some of my remaining movement to back up and avoid the grab.”

GM: “You can back away, but it’s going to be close. The zombie is right on top of you. We’ll need to roll initiative to see if you can move before it gets you. Your PA die is a d10. The zombie’s is a d6. Go ahead and roll.”

Player: [rolls d10] “1Only a 3.”

GM: [rolls for zombie] “The zombie rolled a 4. You try to back away, but the creature’s filthy claws wrap around you before you can do it.”