I have some questions about combat. I played around with the many options from the radial menu a bit but there's a few I still don't get. I'm gonna list them all while explaining what I've figured out about them so far, but for conveniency's sake I'll highlight in bold underline the ones I'm straight up asking help about. They are the ones with biggest priority, while the others would be cool to hear an opinion over but I won't expect too many people to bother reading such a huge wall of text. Total Defense: uses a standard action for +4 AC, pretty self explanatory, useful in a pinch when you are gonna get targeted a lot or to escape from a AoO web Ready vs Withdrawal: you give up your turn to get it back when the opponent enters your AoO range. Is there any reason why I shouldn't always take this every turn (for characters that can't do anything else like pure HtH) I haven't reached my enemies yet? Does it replace the AoO I would get without or is the turn on top of it? Ready vs Spell: I haven't encountered enemy mages yet, I take it this is useful to interrupt casting animations with Magic Missile or other attacks? I'm used to RTwP games that had turns long casting animations that could be interrupted, is it still the case in a turn based game such as this? Ready vs Approach: uuh I can't think of useful applications for this, give me some tips here. It's either a standard or move action, not both, so it's not like I can just follow my enemies around and keep the aggression on, what is this useful for? Feint: use a full turn and gamble on a skill check just to skip the DEX modifier bonus to AC? What's the point of this, other than vs enemies with a very specific low wisdom/high dex combo? Sounds pretty bad until you get the feat. Unless, and the help menu is a bit vague over this, once you feint the opponent anyone's next attack reaps the no DEX to AC benefits. The guide doesn't make it very clear if it's for any next attack or just for the same character who did the feint. Aid another: +2 on attack rolls and wake up party members, easy stuff. Fight Defensively: toggle for +2 AC, -4 on attack rolls Disable AoO: in-game help is pretty self explanatory Deal non-lethal damage: no idea if this is useful for a thief character or something, don't really care either Cast Defensively: no AoO received, but have to pass a Concentration check Trip: self explanatory, I should play around with it more though as I never used it, and I have a high STR enlarged Orc who seems built very well for that Single Attack: equivalent of left clicking on the opponent Full Attack: use all of your round's turns to attack at once Disarm: help menu doesn't work, redirects to the general help menu and I can't find its proper page, so I googled: https://www.dandwiki.com/wiki/SRD:Disarm . Doesn't this make trip a bit redundant? It's (trip) melee touch > STR + size vs STR/DEX + size check, against a (disarm) melee roll + size + weapon weight check. Both benefit size, both pretty much remove an opponent from the field (disarm less so probably), both are stronger against humanoid enemies, trip is stronger against enemies with bad natural DEX while disarm is better against enemies with bad offense. I'm still new to the combat system, I don't really grasp where they fit in the greater scheme of things and which niches they are trying to fill. I guess Trip is high risk/reward while disarm is a bit safer? I don't know. Coup de Grace: self explanatory Charge attack: I guess this is to help units with bad mobility at the cost of defense? Withdraw: help menu redirects to the wrong page. Is this the same thing as using my standard action (yellow bar) for movement? Because that one definitely triggers AoO, even though manuals says it should automatically assume I'm doing a withdraw and not trigger one. Run: AoS but put a loooot of distance Move: same as left click Flee Combat: help menu is bugged, redirects to main menu. I have no idea what this does and why. I hoped it would somehow terminate combat, would love it for Emridy Meadows since turning undeads there is almost counterproductive. I can't manage to make it work though. 5-foot step: self explanatory.