Combat
During combat, characters get 2 actions each round and the same action can be selected multiple times. Let the GM know what actions you're going to take and details of what you want the character to do.
Actions
Move
Characters can move a distance determined by the GM. Rounds are a short period of time, like around 10 seconds. Since you get 2 actions a round, think about how far the character could move in about 5 seconds. A rough guideline is around 25 feet or 8 meters. That can easily change depending on the terrain and circumstances.
Attack
When attacking, you'll determine the number of dice to roll based on situation and skill. Check any weapon restrictions on attacks. Also attacks vs. characters under partial cover are with disadvantage.
Dodge
Dodge is really a reaction type skill that is only rolled when the character is hit. You still need to declare you're going to use the dodge skill, but you may not have to use it. When hit, roll the dodge skill and the number of dodge roll successes reduce attack roll successes. If all attack roll successes are offset, no damage is inflicted. See Damage. You can't roll dodge every time you're hit. You can only roll dodge the number of times it is declared.
Skill TestÂ
This is the catch all for other actions during combat. For example, you decide to perform some kind of acrobatic trick to jump up on a ledge, or climb a tree. You'll roll the dice for the situation and indicated skill then check for successes.