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Suuuuper sorry oridude11 for not getting back to you sooner; I’ve been really busy lately. But here’s what I have for running a combat encounter:
First, every player/monster has to roll Initiative. It’s found on the character sheets (in the first photo shown in this post). It’s just their Dexterity modifier, (second photo). For a monster, their stat block says their Dexterity modifier (pictures 3 and 4). Sometimes, a monster may have a minus, (pic 3). Each player/monster rolls a d20, adds their modifier, then you (the DM) writes down who had which totals. The one with the highest goes first. They take their action, then the next highest roller goes next. This continues until everyone has gone, then round 2 starts back at the top of the list.
On a turn, a combatant can cast a spell, Dash, Hide, or a fair amount of other actions, but they only get one action per turn. (Unless they have a bonus action). Chapter 9 of the Player’s Handbook explains it a lot more. This is a good site I found to read the handbook for free: https://online.anyflip.com/tbzfg/nfcs/mobile/index.html
, and the Monster Manual gives more info on what monster stat blocks do, including other things for combat.
This post is starting to get pretty long, but one other thing: dealing damage. For example, a zombie has 22 hp and an Armor Class (or AC) of 8. This means a player has to roll at least an 8 to hit the zombie (a d20 roll +whatever modifier they have for the weapon). For example, the zombie has a +4. On a hit, it deals 1d6 +1 damage. I’ll say a player does that. The player hits the zombie and rolls a d6. They get a two, and after adding their modifier for the damage, deal 3 damage. (Their weapons say the type of damage, but if I get into damage types here the post’ll be too long to send). The zombie then goes from having 22 hp to 19. When a monster gets to 0hp, it dies.
I really hope that helps you, oridude11, and sorry again for not getting back sooner!! Good luck!