@dopepoisonivyoncrack
This is a compilation of tips I found about the combat system. There should be guides on Steam, but I won't be able to check until midweek.
I've only played Fire Emblem turn-based, so I can't contribute much more!
DnD encounter system works like this. There's this thing called initiative. Creatures roll for it at the start of encounter and then take their turns in initiative order (top bar during encounter with portraits show the order). Each round lasts 6 seconds. During the turn each character can move, take action, bonus action and any number of free actions. How many you have left is represented by little symbols on top of the toolbar. Movement is usually 30 ft or 10,5 (I think) meters. Actions are basic attacks, spells etc. Bonus actions are additional things that you can do. This includes small number of spells, drinking a potion, off hand attack and alike. Each thing you can do will have in it's pop up window on the bottom information what type of action it is. You can do all those things in whatever order you like.
Each person involved in a combat (player, companion, enemy, etc) gets a turn, the order of which is determined when everyone joins the fight based on initiative rolls (so theres an element of randomness there but fast characters generally go first). The order turns are taken in is represented by the scroll of character portraits on top of the screen.
Each characters turn they can do a number of different things, using different resources. The basic resources are "action", "bonus action" and "movement". When you hover over an ability on your bar it will tell you what is required to use that. Like attacking with your weapon requires an action, which you only get one of per turn. Drinking a portion takes a bonus action, so you can attack and drink a potion in the same turn because you have one action and one bonus action. And movement speed is determined firstly by character race (dwarves are slower than elves for instance) but affected positively and negatively by many things like items or difficult terrain.
Some abilities will cost more than one resource (like some powerful attacks which cost both action and bonus action) or less common resources like spell slots. Again, each action will say what is required to use it and tell you if you don't have any of that to spend right now.
The actions each character has available are determined in many ways. Some will be available because of your race, some your class and some your equipment. Like for instance all Drow have some simple magic they can do like Dancing Lights, Wizards have their list of spells they can cast, and different weapons come with different special attacks like a rushing attack with a spear or a bleeding attack with a sword.
Some abilities are meant to help you in combat but lots are useful outside of combat as well. There's abilities to hurt opponents but also ones that will make them friendlier or hide you from them before combat even begins.
As for what you're supposed to be doing, that depends on the situation. In almost all the fights the goal is kill all your opponents. Some characters will want to move fast to close the distance between you and some will want to stay far away and behind cover when possible, attacking at long range.
Each turn you should be thinking about your immediate goal for that turn and the long term goal for that combat. Most combat both of are those goals are going to be "Maximize damage in the enemy while minimizing their damage to me."
Your movement should be listed somewhere on the character screen, that's how far you can move a round (without dashing, which can use an action). Move your character as far as you need to in the direction that serves your goal. You can break up movement with actions, bonus actions, and so on.
The number of actions and bonus actions a character gets per turn is represented by the shapes above the bar. Green circles are the number of actions, orange triangles are bonus actions. If you hover over a skill or item in the bar you'll see that shape representing what action it takes to use it.
Skill Breakdown:
Common Skills - Attack, Shove, Jump, etc. All characters have these.
Weapon Skills- Rush Attack, etc. These come from your equipped weapon and you get more if you're proficient with that weapon.
Class Skills- Second Wind (Fighter), etc. These come from your class and you get more when you level.
Spells- Firebolt, Grease, Cure Wounds. These usually come from your class as well if you are caster, but also learnable by consuming scrolls if you are a wizard.
Other- Some items give you skills/spells that you can use x times per rest.
Combat Breakdown:
Everyone rolls initiative to decide turn order.
Melee weapons require you to be within 2.5m range
Ranged attacks can be at any range up to max (usually 18m) but you will have a penalty if an enemy is within 2.5m of you (Threatened)
High Ground/Low ground/brightness level affects chance to hit.
Usually, you want to use your movement get in close with characters wielding melee weapons, as well as getting into high ground for bonuses while ranged characters should try to stay more than 2.5m away from any enemies.
I hope that helps! ❤️











